docs: 更新项目文档 - 添加EntityManager、事件系统、性能优化使用示例和说明
This commit is contained in:
@@ -1,6 +1,6 @@
|
||||
# 快速入门
|
||||
|
||||
本指南将帮助您快速上手 ECS Framework,这是一个轻量级的实体组件系统框架,专为小游戏设计。
|
||||
本指南将帮助您快速上手 ECS Framework,这是一个专业级的实体组件系统框架,采用现代化架构设计,专为高性能游戏开发打造。
|
||||
|
||||
## 项目结构
|
||||
|
||||
@@ -53,8 +53,10 @@ import {
|
||||
Component,
|
||||
Scene,
|
||||
EntitySystem,
|
||||
ComponentPoolManager,
|
||||
BitMaskOptimizer
|
||||
EntityManager,
|
||||
ComponentIndexManager,
|
||||
ArchetypeSystem,
|
||||
DirtyTrackingSystem
|
||||
} from '@esengine/ecs-framework';
|
||||
```
|
||||
|
||||
@@ -64,6 +66,7 @@ import {
|
||||
class GameManager {
|
||||
private core: Core;
|
||||
private scene: Scene;
|
||||
private entityManager: EntityManager;
|
||||
|
||||
constructor() {
|
||||
// 创建核心实例
|
||||
@@ -76,24 +79,23 @@ class GameManager {
|
||||
// 设置当前场景
|
||||
Core.scene = this.scene;
|
||||
|
||||
// 初始化优化功能
|
||||
this.setupOptimizations();
|
||||
// 初始化实体管理器
|
||||
this.entityManager = new EntityManager(this.scene);
|
||||
|
||||
// 初始化性能优化
|
||||
this.setupPerformanceOptimizations();
|
||||
}
|
||||
|
||||
private setupOptimizations() {
|
||||
// 注册组件对象池
|
||||
ComponentPoolManager.getInstance().preWarmPools({
|
||||
PositionComponent: 1000,
|
||||
VelocityComponent: 1000,
|
||||
HealthComponent: 500
|
||||
});
|
||||
private setupPerformanceOptimizations() {
|
||||
// 启用组件索引(自动优化查询性能)
|
||||
// EntityManager内部已自动启用
|
||||
|
||||
// 注册位掩码优化
|
||||
const optimizer = BitMaskOptimizer.getInstance();
|
||||
optimizer.registerComponentType(PositionComponent);
|
||||
optimizer.registerComponentType(VelocityComponent);
|
||||
optimizer.registerComponentType(HealthComponent);
|
||||
optimizer.precomputeCommonMasks();
|
||||
// 可选:手动配置优化系统
|
||||
const componentIndex = this.entityManager.getComponentIndex();
|
||||
const archetypeSystem = this.entityManager.getArchetypeSystem();
|
||||
const dirtyTracking = this.entityManager.getDirtyTrackingSystem();
|
||||
|
||||
// 优化系统会自动工作,通常无需手动配置
|
||||
}
|
||||
|
||||
public update(deltaTime: number): void {
|
||||
@@ -107,6 +109,11 @@ class GameManager {
|
||||
private updateSystems(deltaTime: number): void {
|
||||
// 在这里添加您的系统更新逻辑
|
||||
}
|
||||
|
||||
// 提供实体管理器访问
|
||||
public getEntityManager(): EntityManager {
|
||||
return this.entityManager;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
@@ -201,107 +208,147 @@ class HealthComponent extends Component {
|
||||
}
|
||||
}
|
||||
|
||||
// 注册组件到对象池
|
||||
ComponentPoolManager.getInstance().registerPool(PositionComponent, 1000);
|
||||
ComponentPoolManager.getInstance().registerPool(VelocityComponent, 1000);
|
||||
ComponentPoolManager.getInstance().registerPool(HealthComponent, 500);
|
||||
// 简单的组件定义
|
||||
// 注:框架会自动优化组件的存储和查询
|
||||
```
|
||||
|
||||
### 2. 创建实体
|
||||
## 使用 EntityManager
|
||||
|
||||
EntityManager 是框架的核心功能,提供统一的实体管理和高性能查询接口。
|
||||
|
||||
### 1. 基础用法
|
||||
|
||||
```typescript
|
||||
class GameManager {
|
||||
// ... 之前的代码 ...
|
||||
|
||||
public createPlayer(): Entity {
|
||||
const player = this.scene.createEntity("Player");
|
||||
|
||||
// 使用对象池获取组件
|
||||
const position = ComponentPoolManager.getInstance().getComponent(PositionComponent);
|
||||
position.x = 400;
|
||||
position.y = 300;
|
||||
player.addComponent(position);
|
||||
|
||||
const velocity = ComponentPoolManager.getInstance().getComponent(VelocityComponent);
|
||||
player.addComponent(velocity);
|
||||
|
||||
const health = ComponentPoolManager.getInstance().getComponent(HealthComponent);
|
||||
health.maxHealth = 100;
|
||||
health.currentHealth = 100;
|
||||
player.addComponent(health);
|
||||
|
||||
// 设置标签和更新顺序
|
||||
player.tag = 1; // 玩家标签
|
||||
player.updateOrder = 0;
|
||||
|
||||
return player;
|
||||
}
|
||||
|
||||
public createEnemies(count: number): Entity[] {
|
||||
// 使用批量创建API - 高性能
|
||||
const enemies = this.scene.createEntities(count, "Enemy");
|
||||
|
||||
// 批量配置敌人
|
||||
enemies.forEach((enemy, index) => {
|
||||
// 使用对象池获取组件
|
||||
const position = ComponentPoolManager.getInstance().getComponent(PositionComponent);
|
||||
position.x = Math.random() * 800;
|
||||
position.y = Math.random() * 600;
|
||||
enemy.addComponent(position);
|
||||
|
||||
const velocity = ComponentPoolManager.getInstance().getComponent(VelocityComponent);
|
||||
velocity.x = (Math.random() - 0.5) * 100;
|
||||
velocity.y = (Math.random() - 0.5) * 100;
|
||||
enemy.addComponent(velocity);
|
||||
|
||||
const health = ComponentPoolManager.getInstance().getComponent(HealthComponent);
|
||||
health.maxHealth = 50;
|
||||
health.currentHealth = 50;
|
||||
enemy.addComponent(health);
|
||||
|
||||
enemy.tag = 2; // 敌人标签
|
||||
enemy.updateOrder = 1;
|
||||
});
|
||||
|
||||
return enemies;
|
||||
}
|
||||
|
||||
public destroyEntity(entity: Entity): void {
|
||||
// 释放组件回对象池
|
||||
entity.components.forEach(component => {
|
||||
ComponentPoolManager.getInstance().releaseComponent(component);
|
||||
});
|
||||
|
||||
// 销毁实体
|
||||
entity.destroy();
|
||||
}
|
||||
}
|
||||
// 获取EntityManager实例(在GameManager中已创建)
|
||||
const entityManager = gameManager.getEntityManager();
|
||||
|
||||
// 创建单个实体
|
||||
const player = entityManager.createEntity("Player");
|
||||
player.addComponent(new PositionComponent(100, 100));
|
||||
player.addComponent(new VelocityComponent(50, 0));
|
||||
|
||||
// 批量创建实体
|
||||
const enemies = entityManager.createEntities(50, "Enemy");
|
||||
enemies.forEach((enemy, index) => {
|
||||
enemy.addComponent(new PositionComponent(
|
||||
Math.random() * 800,
|
||||
Math.random() * 600
|
||||
));
|
||||
enemy.addComponent(new HealthComponent(30));
|
||||
enemy.tag = "enemy";
|
||||
});
|
||||
```
|
||||
|
||||
### 3. 创建系统
|
||||
### 2. 高性能查询
|
||||
|
||||
```typescript
|
||||
// 流式查询API - 支持复杂查询条件
|
||||
const movingEntities = entityManager
|
||||
.query()
|
||||
.withAll([PositionComponent, VelocityComponent])
|
||||
.withoutTag("dead")
|
||||
.active(true)
|
||||
.execute();
|
||||
|
||||
// 快速组件查询(使用O(1)索引)
|
||||
const healthEntities = entityManager.getEntitiesWithComponent(HealthComponent);
|
||||
|
||||
// 标签查询
|
||||
const allEnemies = entityManager.getEntitiesByTag("enemy");
|
||||
|
||||
// 名称查询
|
||||
const specificEnemy = entityManager.getEntityByName("BossEnemy");
|
||||
|
||||
// 复合查询
|
||||
const livingEnemies = entityManager
|
||||
.query()
|
||||
.withAll([PositionComponent, HealthComponent])
|
||||
.withTag("enemy")
|
||||
.withoutTag("dead")
|
||||
.where(entity => {
|
||||
const health = entity.getComponent(HealthComponent);
|
||||
return health && health.currentHealth > 0;
|
||||
})
|
||||
.execute();
|
||||
```
|
||||
|
||||
### 3. 批量操作
|
||||
|
||||
```typescript
|
||||
// 批量处理实体
|
||||
entityManager.forEachEntity(entity => {
|
||||
// 处理所有实体
|
||||
if (entity.tag === "bullet" && entity.position.y < 0) {
|
||||
entity.destroy();
|
||||
}
|
||||
});
|
||||
|
||||
// 批量处理特定组件的实体
|
||||
entityManager.forEachEntityWithComponent(HealthComponent, (entity, health) => {
|
||||
if (health.currentHealth <= 0) {
|
||||
entity.addTag("dead");
|
||||
entity.enabled = false;
|
||||
}
|
||||
});
|
||||
|
||||
// 获取统计信息
|
||||
const stats = entityManager.getStatistics();
|
||||
console.log(`总实体数: ${stats.entityCount}`);
|
||||
console.log(`索引命中率: ${stats.indexHits}/${stats.totalQueries}`);
|
||||
```
|
||||
|
||||
### 4. 性能优化功能
|
||||
|
||||
```typescript
|
||||
// 获取性能优化系统
|
||||
const componentIndex = entityManager.getComponentIndex();
|
||||
const archetypeSystem = entityManager.getArchetypeSystem();
|
||||
const dirtyTracking = entityManager.getDirtyTrackingSystem();
|
||||
|
||||
// 查看性能统计
|
||||
console.log('组件索引统计:', componentIndex.getPerformanceStats());
|
||||
console.log('Archetype统计:', archetypeSystem.getStatistics());
|
||||
console.log('脏标记统计:', dirtyTracking.getPerformanceStats());
|
||||
|
||||
// 手动优化(通常自动进行)
|
||||
entityManager.optimize();
|
||||
|
||||
// 内存清理
|
||||
entityManager.cleanup();
|
||||
```
|
||||
|
||||
## 创建系统
|
||||
|
||||
系统处理具有特定组件的实体集合,实现游戏逻辑。
|
||||
|
||||
```typescript
|
||||
import { EntitySystem, Entity } from '@esengine/ecs-framework';
|
||||
|
||||
class MovementSystem extends EntitySystem {
|
||||
protected process(entities: Entity[]): void {
|
||||
// 使用高性能查询获取移动实体
|
||||
const movableEntities = this.scene.querySystem.queryTwoComponents(
|
||||
PositionComponent,
|
||||
VelocityComponent
|
||||
);
|
||||
// 使用EntityManager进行高效查询
|
||||
const entityManager = new EntityManager(this.scene);
|
||||
const movingEntities = entityManager
|
||||
.query()
|
||||
.withAll([PositionComponent, VelocityComponent])
|
||||
.execute();
|
||||
|
||||
movableEntities.forEach(({ entity, component1: position, component2: velocity }) => {
|
||||
// 更新位置
|
||||
position.x += velocity.x * Time.deltaTime;
|
||||
position.y += velocity.y * Time.deltaTime;
|
||||
movingEntities.forEach(entity => {
|
||||
const position = entity.getComponent(PositionComponent);
|
||||
const velocity = entity.getComponent(VelocityComponent);
|
||||
|
||||
// 边界检查
|
||||
if (position.x < 0 || position.x > 800) {
|
||||
velocity.x = -velocity.x;
|
||||
}
|
||||
if (position.y < 0 || position.y > 600) {
|
||||
velocity.y = -velocity.y;
|
||||
if (position && velocity) {
|
||||
// 更新位置
|
||||
position.x += velocity.x * 0.016; // 假设60FPS
|
||||
position.y += velocity.y * 0.016;
|
||||
|
||||
// 边界检查
|
||||
if (position.x < 0 || position.x > 800) {
|
||||
velocity.x = -velocity.x;
|
||||
}
|
||||
if (position.y < 0 || position.y > 600) {
|
||||
velocity.y = -velocity.y;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
@@ -309,64 +356,30 @@ class MovementSystem extends EntitySystem {
|
||||
|
||||
class HealthSystem extends EntitySystem {
|
||||
protected process(entities: Entity[]): void {
|
||||
const healthEntities = this.scene.querySystem.queryComponentTyped(HealthComponent);
|
||||
const deadEntities: Entity[] = [];
|
||||
const entityManager = new EntityManager(this.scene);
|
||||
|
||||
healthEntities.forEach(({ entity, component: health }) => {
|
||||
// 查找所有有生命值的实体
|
||||
entityManager.forEachEntityWithComponent(HealthComponent, (entity, health) => {
|
||||
if (health.isDead()) {
|
||||
deadEntities.push(entity);
|
||||
entity.destroy();
|
||||
}
|
||||
});
|
||||
|
||||
// 销毁死亡实体
|
||||
deadEntities.forEach(entity => {
|
||||
this.scene.removeEntity(entity);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// 添加系统到场景
|
||||
gameManager.scene.addEntityProcessor(new MovementSystem());
|
||||
gameManager.scene.addEntityProcessor(new HealthSystem());
|
||||
```
|
||||
|
||||
## 高级功能
|
||||
|
||||
### 1. 性能监控
|
||||
|
||||
```typescript
|
||||
class GameManager {
|
||||
// ... 之前的代码 ...
|
||||
|
||||
public getPerformanceStats(): void {
|
||||
const stats = this.scene.getPerformanceStats();
|
||||
console.log(`实体数量: ${stats.entityCount}`);
|
||||
console.log(`查询缓存大小: ${stats.queryCacheSize}`);
|
||||
|
||||
const poolStats = ComponentPoolManager.getInstance().getPoolStats();
|
||||
console.log('组件池统计:', poolStats);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 批量操作
|
||||
|
||||
```typescript
|
||||
// 批量创建大量实体
|
||||
const bullets = this.scene.createEntities(1000, "Bullet");
|
||||
|
||||
// 批量查询
|
||||
const enemies = this.scene.getEntitiesWithComponents([PositionComponent, HealthComponent]);
|
||||
|
||||
// 延迟缓存清理(高性能)
|
||||
bullets.forEach(bullet => {
|
||||
this.scene.addEntity(bullet, false); // 延迟清理
|
||||
});
|
||||
this.scene.querySystem.clearCache(); // 手动清理
|
||||
```
|
||||
|
||||
### 3. 事件系统
|
||||
### 事件系统
|
||||
|
||||
```typescript
|
||||
import { Core, CoreEvents } from '@esengine/ecs-framework';
|
||||
|
||||
// 监听事件
|
||||
// 监听框架事件
|
||||
Core.emitter.addObserver(CoreEvents.frameUpdated, this.onFrameUpdate, this);
|
||||
|
||||
// 发射自定义事件
|
||||
@@ -376,9 +389,23 @@ Core.emitter.emit("playerDied", { player: entity, score: 1000 });
|
||||
Core.emitter.removeObserver(CoreEvents.frameUpdated, this.onFrameUpdate);
|
||||
```
|
||||
|
||||
## 完整示例
|
||||
### 性能监控
|
||||
|
||||
以下是一个完整的小游戏示例,展示了框架的主要功能:
|
||||
```typescript
|
||||
// 获取EntityManager性能统计
|
||||
const stats = entityManager.getStatistics();
|
||||
console.log(`总实体数: ${stats.entityCount}`);
|
||||
console.log(`索引命中率: ${stats.indexHits}/${stats.totalQueries}`);
|
||||
|
||||
// 获取各优化系统的统计
|
||||
console.log('组件索引:', entityManager.getComponentIndex().getPerformanceStats());
|
||||
console.log('Archetype:', entityManager.getArchetypeSystem().getStatistics());
|
||||
console.log('脏标记:', entityManager.getDirtyTrackingSystem().getPerformanceStats());
|
||||
```
|
||||
|
||||
## 简单示例
|
||||
|
||||
以下是一个完整的示例,展示了框架的主要功能:
|
||||
|
||||
```typescript
|
||||
import {
|
||||
@@ -387,25 +414,14 @@ import {
|
||||
Component,
|
||||
Scene,
|
||||
EntitySystem,
|
||||
ComponentPoolManager,
|
||||
BitMaskOptimizer,
|
||||
Time
|
||||
EntityManager
|
||||
} from '@esengine/ecs-framework';
|
||||
|
||||
// 定义组件(前面已定义)
|
||||
// ... PositionComponent, VelocityComponent, HealthComponent ...
|
||||
|
||||
// 游戏事件
|
||||
enum GameEvents {
|
||||
PLAYER_DIED = 'playerDied',
|
||||
ENEMY_SPAWNED = 'enemySpawned'
|
||||
}
|
||||
|
||||
// 完整的游戏管理器
|
||||
// 游戏管理器
|
||||
class SimpleGame {
|
||||
private core: Core;
|
||||
private scene: Scene;
|
||||
private isRunning: boolean = false;
|
||||
private entityManager: EntityManager;
|
||||
|
||||
constructor() {
|
||||
this.core = Core.create(true);
|
||||
@@ -413,25 +429,8 @@ class SimpleGame {
|
||||
this.scene.name = "GameScene";
|
||||
Core.scene = this.scene;
|
||||
|
||||
this.setupOptimizations();
|
||||
this.entityManager = new EntityManager(this.scene);
|
||||
this.setupSystems();
|
||||
this.setupEvents();
|
||||
}
|
||||
|
||||
private setupOptimizations(): void {
|
||||
// 预热组件池
|
||||
ComponentPoolManager.getInstance().preWarmPools({
|
||||
PositionComponent: 2000,
|
||||
VelocityComponent: 2000,
|
||||
HealthComponent: 1000
|
||||
});
|
||||
|
||||
// 注册位掩码优化
|
||||
const optimizer = BitMaskOptimizer.getInstance();
|
||||
optimizer.registerComponentType(PositionComponent);
|
||||
optimizer.registerComponentType(VelocityComponent);
|
||||
optimizer.registerComponentType(HealthComponent);
|
||||
optimizer.precomputeCommonMasks();
|
||||
}
|
||||
|
||||
private setupSystems(): void {
|
||||
@@ -439,108 +438,50 @@ class SimpleGame {
|
||||
this.scene.addEntityProcessor(new HealthSystem());
|
||||
}
|
||||
|
||||
private setupEvents(): void {
|
||||
Core.emitter.addObserver(GameEvents.PLAYER_DIED, this.onPlayerDied, this);
|
||||
Core.emitter.addObserver(GameEvents.ENEMY_SPAWNED, this.onEnemySpawned, this);
|
||||
}
|
||||
|
||||
public start(): void {
|
||||
this.isRunning = true;
|
||||
|
||||
// 创建游戏实体
|
||||
this.createPlayer();
|
||||
this.createEnemies(100);
|
||||
this.createEnemies(50);
|
||||
|
||||
// 启动游戏循环
|
||||
this.gameLoop();
|
||||
}
|
||||
|
||||
public stop(): void {
|
||||
this.isRunning = false;
|
||||
|
||||
// 清理组件池
|
||||
ComponentPoolManager.getInstance().clearAllPools();
|
||||
}
|
||||
|
||||
private createPlayer(): Entity {
|
||||
const player = this.scene.createEntity("Player");
|
||||
|
||||
const position = ComponentPoolManager.getInstance().getComponent(PositionComponent);
|
||||
position.x = 400;
|
||||
position.y = 300;
|
||||
player.addComponent(position);
|
||||
|
||||
const velocity = ComponentPoolManager.getInstance().getComponent(VelocityComponent);
|
||||
player.addComponent(velocity);
|
||||
|
||||
const health = ComponentPoolManager.getInstance().getComponent(HealthComponent);
|
||||
health.maxHealth = 100;
|
||||
health.currentHealth = 100;
|
||||
player.addComponent(health);
|
||||
|
||||
player.tag = 1;
|
||||
const player = this.entityManager.createEntity("Player");
|
||||
player.addComponent(new PositionComponent(400, 300));
|
||||
player.addComponent(new VelocityComponent(0, 0));
|
||||
player.addComponent(new HealthComponent(100));
|
||||
player.tag = "player";
|
||||
return player;
|
||||
}
|
||||
|
||||
private createEnemies(count: number): Entity[] {
|
||||
// 使用高性能批量创建
|
||||
const enemies = this.scene.createEntities(count, "Enemy");
|
||||
const enemies = this.entityManager.createEntities(count, "Enemy");
|
||||
|
||||
enemies.forEach((enemy, index) => {
|
||||
const position = ComponentPoolManager.getInstance().getComponent(PositionComponent);
|
||||
position.x = Math.random() * 800;
|
||||
position.y = Math.random() * 600;
|
||||
enemy.addComponent(position);
|
||||
|
||||
const velocity = ComponentPoolManager.getInstance().getComponent(VelocityComponent);
|
||||
velocity.x = (Math.random() - 0.5) * 100;
|
||||
velocity.y = (Math.random() - 0.5) * 100;
|
||||
enemy.addComponent(velocity);
|
||||
|
||||
const health = ComponentPoolManager.getInstance().getComponent(HealthComponent);
|
||||
health.maxHealth = 50;
|
||||
health.currentHealth = 50;
|
||||
enemy.addComponent(health);
|
||||
|
||||
enemy.tag = 2;
|
||||
enemy.addComponent(new PositionComponent(
|
||||
Math.random() * 800,
|
||||
Math.random() * 600
|
||||
));
|
||||
enemy.addComponent(new VelocityComponent(
|
||||
(Math.random() - 0.5) * 100,
|
||||
(Math.random() - 0.5) * 100
|
||||
));
|
||||
enemy.addComponent(new HealthComponent(50));
|
||||
enemy.tag = "enemy";
|
||||
});
|
||||
|
||||
return enemies;
|
||||
}
|
||||
|
||||
private onPlayerDied(event: any): void {
|
||||
console.log("游戏结束!玩家死亡");
|
||||
this.stop();
|
||||
}
|
||||
|
||||
private onEnemySpawned(event: any): void {
|
||||
console.log("敌人出现!");
|
||||
}
|
||||
|
||||
private update(deltaTime: number): void {
|
||||
// 更新定时器
|
||||
this.core._timerManager.update(deltaTime);
|
||||
|
||||
// 更新场景
|
||||
this.scene.update();
|
||||
}
|
||||
|
||||
private gameLoop(): void {
|
||||
let lastTime = performance.now();
|
||||
|
||||
const loop = () => {
|
||||
if (!this.isRunning) return;
|
||||
|
||||
const currentTime = performance.now();
|
||||
const deltaTime = (currentTime - lastTime) / 1000;
|
||||
lastTime = currentTime;
|
||||
|
||||
this.update(deltaTime);
|
||||
|
||||
requestAnimationFrame(loop);
|
||||
const update = () => {
|
||||
// 更新场景
|
||||
this.scene.update();
|
||||
requestAnimationFrame(update);
|
||||
};
|
||||
|
||||
loop();
|
||||
update();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -552,28 +493,28 @@ game.start();
|
||||
## 性能优化建议
|
||||
|
||||
### 1. 大规模实体处理
|
||||
- 使用 `createEntities()` 批量创建实体
|
||||
- 启用组件对象池减少内存分配
|
||||
- 使用延迟缓存清理机制
|
||||
- 使用 `EntityManager.createEntities()` 批量创建实体
|
||||
- 利用组件索引系统进行高效查询
|
||||
- 启用Archetype系统减少查询遍历
|
||||
|
||||
### 2. 查询优化
|
||||
- 使用 `EntityManager.query()` 流式API构建复杂查询
|
||||
- 缓存频繁查询的结果
|
||||
- 使用 `BitMaskOptimizer` 优化掩码操作
|
||||
- 减少不必要的查询频率
|
||||
- 利用脏标记系统避免不必要的更新
|
||||
|
||||
### 3. 内存管理
|
||||
- 预热常用组件池
|
||||
- 及时释放不用的组件回对象池
|
||||
- 定期清理未使用的缓存
|
||||
### 3. 性能监控
|
||||
- 定期检查 `EntityManager.getStatistics()` 获取性能数据
|
||||
- 监控组件索引命中率
|
||||
- 使用框架提供的性能统计功能
|
||||
|
||||
## 下一步
|
||||
|
||||
现在您已经掌握了 ECS Framework 的基础用法,可以继续学习:
|
||||
|
||||
- [实体使用指南](entity-guide.md) - 详细了解实体的所有功能和用法
|
||||
- [EntityManager 使用指南](entity-manager-example.md) - 详细了解实体管理器的高级功能
|
||||
- [性能优化指南](performance-optimization.md) - 深入了解三大性能优化系统
|
||||
- [核心概念](core-concepts.md) - 深入了解 ECS 架构和设计原理
|
||||
- [查询系统使用指南](query-system-usage.md) - 学习高性能查询系统的详细用法
|
||||
- [性能基准](performance.md) - 了解框架的性能表现和优化建议
|
||||
|
||||
## 常见问题
|
||||
|
||||
@@ -594,14 +535,15 @@ A: 框架本身不提供输入处理,建议:
|
||||
### Q: 如何优化大规模实体性能?
|
||||
|
||||
A: 关键优化策略:
|
||||
1. 启用组件对象池:`ComponentPoolManager.getInstance().registerPool()`
|
||||
2. 使用批量操作:`scene.createEntities()`
|
||||
3. 缓存查询结果,减少查询频率
|
||||
4. 使用位掩码优化器:`BitMaskOptimizer.getInstance()`
|
||||
1. 使用 `EntityManager` 的高级查询功能
|
||||
2. 启用组件索引系统进行快速查询
|
||||
3. 利用Archetype系统减少查询遍历
|
||||
4. 使用脏标记系统避免不必要的更新
|
||||
|
||||
### Q: 组件对象池何时有效?
|
||||
### Q: EntityManager 有什么优势?
|
||||
|
||||
A: 对象池在以下情况下最有效:
|
||||
- 频繁创建和销毁相同类型的组件
|
||||
- 组件数量大于1000个
|
||||
- 游戏运行时间较长,需要避免垃圾回收压力
|
||||
A: EntityManager 提供了:
|
||||
- O(1) 复杂度的组件查询(使用索引)
|
||||
- 流式API的复杂查询构建
|
||||
- 自动的性能优化系统集成
|
||||
- 统一的实体管理接口
|
||||
Reference in New Issue
Block a user