更新快速入门指南
This commit is contained in:
@@ -2,138 +2,299 @@
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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。
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## 项目结构
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```
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ecs-framework/
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├── src/ # 源代码
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│ ├── ECS/ # ECS核心系统
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│ │ ├── Core/ # 核心管理器
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│ │ ├── Systems/ # 系统类型
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│ │ ├── Utils/ # ECS工具类
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│ │ └── Components/# 组件类型
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│ ├── Types/ # TypeScript接口定义(精简版)
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│ └── Utils/ # 通用工具类
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├── docs/ # 文档
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├── scripts/ # 构建脚本
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├── bin/ # 编译输出
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└── dist/ # 发布版本
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```
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## 安装和使用
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### NPM 安装
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## 安装
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```bash
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npm install @esengine/ecs-framework
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```
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### 从源码构建
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## 平台集成
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```bash
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# 克隆项目
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git clone https://github.com/esengine/ecs-framework.git
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# 进入项目目录
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cd ecs-framework
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# 安装依赖
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npm install
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# 编译TypeScript
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npm run build
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# 或者使用监听模式开发
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npm run build:watch
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```
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## 基础设置
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### 1. 导入框架
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### Laya引擎
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```typescript
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// 导入核心类
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import {
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Core,
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Entity,
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Component,
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Scene,
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EntitySystem,
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EntityManager,
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ComponentIndexManager,
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ArchetypeSystem,
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DirtyTrackingSystem
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} from '@esengine/ecs-framework';
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```
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import { Scene as LayaScene } from "laya/display/Scene";
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import { Core, Scene as ECSScene, EntityManager, EntitySystem } from '@esengine/ecs-framework';
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### 2. 创建基础管理器
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```typescript
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class GameManager {
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private core: Core;
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private scene: Scene;
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class LayaECSGame extends LayaScene {
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private ecsScene: ECSScene;
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private entityManager: EntityManager;
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constructor() {
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// 创建核心实例
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this.core = Core.create(true);
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super();
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// 创建场景
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this.scene = new Scene();
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this.scene.name = "GameScene";
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// 初始化ECS框架
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Core.create(true);
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this.ecsScene = new ECSScene();
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this.ecsScene.name = "LayaGameScene";
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Core.scene = this.ecsScene;
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// 设置当前场景
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Core.scene = this.scene;
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// 初始化实体管理器
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this.entityManager = new EntityManager();
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this.setupSystems();
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}
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public update(deltaTime: number): void {
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// 更新场景
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this.scene.update();
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onAwake(): void {
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super.onAwake();
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// 使用Laya的帧循环更新ECS
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Laya.timer.frameLoop(1, this, this.updateECS);
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}
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onDestroy(): void {
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Laya.timer.clear(this, this.updateECS);
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super.onDestroy();
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}
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private updateECS(): void {
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this.ecsScene.update();
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}
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private setupSystems(): void {
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this.ecsScene.addEntityProcessor(new LayaRenderSystem(this));
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this.ecsScene.addEntityProcessor(new MovementSystem());
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}
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}
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// Laya渲染系统
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class LayaRenderSystem extends EntitySystem {
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private layaScene: LayaScene;
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constructor(layaScene: LayaScene) {
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super(Matcher.empty().all(PositionComponent, SpriteComponent));
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this.layaScene = layaScene;
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}
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protected process(entities: Entity[]): void {
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entities.forEach(entity => {
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const pos = entity.getComponent(PositionComponent);
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const sprite = entity.getComponent(SpriteComponent);
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if (pos && sprite && sprite.layaSprite) {
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sprite.layaSprite.x = pos.x;
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sprite.layaSprite.y = pos.y;
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}
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});
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}
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}
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// 使用方法
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Laya.Scene.open("GameScene.scene", false, null, null, LayaECSGame);
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```
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### Cocos Creator
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```typescript
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import { Component as CocosComponent, _decorator } from 'cc';
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import { Core, Scene as ECSScene, EntityManager, EntitySystem } from '@esengine/ecs-framework';
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const { ccclass, property } = _decorator;
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@ccclass('ECSGameManager')
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export class ECSGameManager extends CocosComponent {
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private ecsScene: ECSScene;
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private entityManager: EntityManager;
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start() {
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// 初始化ECS框架
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Core.create(true);
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this.ecsScene = new ECSScene();
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this.ecsScene.name = "CocosGameScene";
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Core.scene = this.ecsScene;
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// 处理系统逻辑
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this.updateSystems(deltaTime);
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this.entityManager = new EntityManager();
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this.setupSystems();
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}
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private updateSystems(deltaTime: number): void {
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// 在这里添加您的系统更新逻辑
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update(deltaTime: number) {
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// 在Cocos的update中更新ECS
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this.ecsScene.update();
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}
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onDestroy() {
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if (this.ecsScene) {
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this.ecsScene.onDestroy();
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}
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}
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private setupSystems(): void {
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this.ecsScene.addEntityProcessor(new CocosRenderSystem(this.node));
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this.ecsScene.addEntityProcessor(new MovementSystem());
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}
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// 提供实体管理器访问
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public getEntityManager(): EntityManager {
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return this.entityManager;
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}
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}
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```
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### 3. 游戏循环
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```typescript
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const gameManager = new GameManager();
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let lastTime = performance.now();
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function gameLoop() {
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const currentTime = performance.now();
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const deltaTime = (currentTime - lastTime) / 1000; // 转换为秒
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lastTime = currentTime;
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// Cocos渲染系统
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class CocosRenderSystem extends EntitySystem {
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private rootNode: Node;
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gameManager.update(deltaTime);
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constructor(rootNode: Node) {
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super(Matcher.empty().all(PositionComponent, SpriteComponent));
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this.rootNode = rootNode;
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}
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requestAnimationFrame(gameLoop);
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protected process(entities: Entity[]): void {
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entities.forEach(entity => {
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const pos = entity.getComponent(PositionComponent);
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const sprite = entity.getComponent(SpriteComponent);
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if (pos && sprite && sprite.cocosNode) {
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sprite.cocosNode.setPosition(pos.x, pos.y);
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}
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});
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}
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}
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// 启动游戏循环
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gameLoop();
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// 将ECSGameManager脚本挂载到场景根节点
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```
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## 创建实体和组件
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### 1. 定义组件
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### Node.js后端
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```typescript
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import { Component, ComponentPoolManager } from '@esengine/ecs-framework';
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import { Core, Scene, EntityManager, EntitySystem, Time } from '@esengine/ecs-framework';
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class ServerGameManager {
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private scene: Scene;
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private entityManager: EntityManager;
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private isRunning: boolean = false;
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private tickRate: number = 60; // 60 TPS
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private lastUpdate: number = Date.now();
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constructor() {
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Core.create(true);
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this.scene = new Scene();
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this.scene.name = "ServerScene";
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Core.scene = this.scene;
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this.entityManager = new EntityManager();
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this.setupSystems();
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}
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public start(): void {
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this.isRunning = true;
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console.log(`游戏服务器启动,TPS: ${this.tickRate}`);
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this.gameLoop();
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}
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public stop(): void {
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this.isRunning = false;
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}
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private gameLoop(): void {
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if (!this.isRunning) return;
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const now = Date.now();
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const deltaTime = (now - this.lastUpdate) / 1000;
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this.lastUpdate = now;
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Time.update(deltaTime);
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this.scene.update();
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const frameTime = 1000 / this.tickRate;
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const processingTime = Date.now() - now;
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const delay = Math.max(0, frameTime - processingTime);
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setTimeout(() => this.gameLoop(), delay);
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}
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private setupSystems(): void {
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this.scene.addEntityProcessor(new ServerMovementSystem());
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this.scene.addEntityProcessor(new NetworkSyncSystem());
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this.scene.addEntityProcessor(new AISystem());
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}
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public handlePlayerInput(playerId: string, input: any): void {
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const playerEntity = this.findPlayerEntity(playerId);
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if (playerEntity) {
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const inputComp = playerEntity.getComponent(InputComponent);
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if (inputComp) {
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inputComp.updateInput(input);
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}
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}
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}
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public getWorldState(): any {
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const entities = this.entityManager
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.query()
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.withAll(PositionComponent, NetworkComponent)
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.execute();
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return entities.map(entity => ({
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id: entity.id,
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position: entity.getComponent(PositionComponent),
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}));
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}
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private findPlayerEntity(playerId: string): Entity | null {
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const players = this.entityManager
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.query()
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.withAll(PlayerComponent)
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.execute();
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return players.find(player =>
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player.getComponent(PlayerComponent).playerId === playerId
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) || null;
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}
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}
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// 启动服务器
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const server = new ServerGameManager();
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server.start();
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```
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### 原生浏览器
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```typescript
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import { Core, Scene, EntityManager, EntitySystem } from '@esengine/ecs-framework';
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class BrowserGame {
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private scene: Scene;
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private entityManager: EntityManager;
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constructor() {
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Core.create(true);
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this.scene = new Scene();
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this.scene.name = "BrowserScene";
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Core.scene = this.scene;
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this.entityManager = new EntityManager();
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this.setupSystems();
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}
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public start(): void {
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this.createEntities();
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this.gameLoop();
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}
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private gameLoop(): void {
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const update = () => {
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this.scene.update();
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requestAnimationFrame(update);
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};
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update();
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}
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private setupSystems(): void {
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this.scene.addEntityProcessor(new MovementSystem());
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this.scene.addEntityProcessor(new RenderSystem());
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}
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private createEntities(): void {
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const player = this.entityManager.createEntity("Player");
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player.addComponent(new PositionComponent(400, 300));
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player.addComponent(new VelocityComponent(0, 0));
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}
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}
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const game = new BrowserGame();
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game.start();
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```
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## 基础组件定义
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```typescript
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import { Component } from '@esengine/ecs-framework';
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// 位置组件
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class PositionComponent extends Component {
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@@ -146,7 +307,6 @@ class PositionComponent extends Component {
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this.y = y;
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}
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// 对象池重置方法
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public reset() {
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this.x = 0;
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this.y = 0;
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@@ -198,89 +358,12 @@ class HealthComponent extends Component {
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return this.currentHealth <= 0;
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}
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}
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// 简单的组件定义
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// 注:框架会自动优化组件的存储和查询
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```
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## 使用 EntityManager
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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。
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### 基础实体操作
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## 基础系统创建
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```typescript
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// 获取EntityManager实例(在GameManager中已创建)
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const entityManager = gameManager.getEntityManager();
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// 创建单个实体
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const player = entityManager.createEntity("Player");
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// 批量创建实体(使用Scene方法)
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const enemies = scene.createEntities(50, "Enemy");
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// 查询操作
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const movingEntities = entityManager
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.query()
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.withAll(PositionComponent, VelocityComponent)
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.withNone(HealthComponent)
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.execute();
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// 组件查询
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const healthEntities = entityManager.getEntitiesWithComponent(HealthComponent);
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// 标签查询
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const allEnemies = entityManager.getEntitiesByTag(2);
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// 名称查询
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const specificEnemy = entityManager.getEntityByName("BossEnemy");
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// 复合查询
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const livingEnemies = entityManager
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.query()
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.withAll(HealthComponent)
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.withTag(2)
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.execute();
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```
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### 实体遍历
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```typescript
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// 遍历所有实体
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const allEntities = entityManager.getAllEntities();
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allEntities.forEach(entity => {
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console.log(`实体: ${entity.name}, ID: ${entity.id}`);
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});
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// 遍历特定组件的实体
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const healthEntities = entityManager.getEntitiesWithComponent(HealthComponent);
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healthEntities.forEach(entity => {
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const health = entity.getComponent(HealthComponent);
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console.log(`${entity.name} 生命值: ${health.currentHealth}/${health.maxHealth}`);
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});
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```
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### 性能监控
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```typescript
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// 获取场景统计
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const sceneStats = scene.getStats();
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console.log('实体数量:', sceneStats.entityCount);
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console.log('系统数量:', sceneStats.processorCount);
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// 获取查询系统统计
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const queryStats = scene.querySystem.getStats();
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console.log('查询统计:', queryStats);
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```
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## 创建系统
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系统处理具有特定组件的实体集合,实现游戏逻辑。
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||||
```typescript
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import { EntitySystem, Entity, Matcher, EntityManager } from '@esengine/ecs-framework';
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import { EntitySystem, Entity, Matcher, Time } from '@esengine/ecs-framework';
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class MovementSystem extends EntitySystem {
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constructor() {
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@@ -288,7 +371,6 @@ class MovementSystem extends EntitySystem {
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||||
}
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||||
protected process(entities: Entity[]): void {
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// 使用Scene的查询系统进行高效查询
|
||||
const movingEntities = this.scene.querySystem.queryAll(PositionComponent, VelocityComponent);
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||||
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||||
movingEntities.entities.forEach(entity => {
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@@ -296,8 +378,8 @@ class MovementSystem extends EntitySystem {
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const velocity = entity.getComponent(VelocityComponent);
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||||
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||||
if (position && velocity) {
|
||||
position.x += velocity.dx * Time.deltaTime;
|
||||
position.y += velocity.dy * Time.deltaTime;
|
||||
position.x += velocity.x * Time.deltaTime;
|
||||
position.y += velocity.y * Time.deltaTime;
|
||||
}
|
||||
});
|
||||
}
|
||||
@@ -319,15 +401,35 @@ class HealthSystem extends EntitySystem {
|
||||
});
|
||||
}
|
||||
}
|
||||
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||||
// 添加系统到场景
|
||||
gameManager.scene.addEntityProcessor(new MovementSystem());
|
||||
gameManager.scene.addEntityProcessor(new HealthSystem());
|
||||
```
|
||||
|
||||
## 高级功能
|
||||
## 实体管理
|
||||
|
||||
### 事件系统
|
||||
```typescript
|
||||
// 创建实体
|
||||
const player = entityManager.createEntity("Player");
|
||||
player.addComponent(new PositionComponent(100, 100));
|
||||
player.addComponent(new VelocityComponent(5, 0));
|
||||
player.addComponent(new HealthComponent(100));
|
||||
|
||||
// 批量创建实体
|
||||
const enemies = scene.createEntities(50, "Enemy");
|
||||
enemies.forEach(enemy => {
|
||||
enemy.addComponent(new PositionComponent(Math.random() * 800, Math.random() * 600));
|
||||
enemy.addComponent(new HealthComponent(50));
|
||||
});
|
||||
|
||||
// 查询实体
|
||||
const movingEntities = entityManager
|
||||
.query()
|
||||
.withAll(PositionComponent, VelocityComponent)
|
||||
.execute();
|
||||
|
||||
const healthEntities = entityManager.getEntitiesWithComponent(HealthComponent);
|
||||
const enemiesByTag = entityManager.getEntitiesByTag(2);
|
||||
```
|
||||
|
||||
## 事件系统
|
||||
|
||||
```typescript
|
||||
import { Core, CoreEvents } from '@esengine/ecs-framework';
|
||||
@@ -342,160 +444,22 @@ Core.emitter.emit("playerDied", { player: entity, score: 1000 });
|
||||
Core.emitter.removeObserver(CoreEvents.frameUpdated, this.onFrameUpdate);
|
||||
```
|
||||
|
||||
### 性能监控
|
||||
## 性能监控
|
||||
|
||||
```typescript
|
||||
// 获取场景性能统计
|
||||
// 获取场景统计
|
||||
const sceneStats = scene.getStats();
|
||||
console.log(`总实体数: ${sceneStats.entityCount}`);
|
||||
console.log(`系统数量: ${sceneStats.processorCount}`);
|
||||
console.log('实体数量:', sceneStats.entityCount);
|
||||
console.log('系统数量:', sceneStats.processorCount);
|
||||
|
||||
// 获取查询系统统计
|
||||
// 获取查询统计
|
||||
const queryStats = scene.querySystem.getStats();
|
||||
console.log('查询统计:', queryStats);
|
||||
```
|
||||
|
||||
## 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 {
|
||||
Core,
|
||||
Entity,
|
||||
Component,
|
||||
Scene,
|
||||
EntitySystem,
|
||||
EntityManager
|
||||
} from '@esengine/ecs-framework';
|
||||
|
||||
// 游戏管理器
|
||||
class SimpleGame {
|
||||
private core: Core;
|
||||
private scene: Scene;
|
||||
private entityManager: EntityManager;
|
||||
|
||||
constructor() {
|
||||
this.core = Core.create(true);
|
||||
this.scene = new Scene();
|
||||
this.scene.name = "GameScene";
|
||||
Core.scene = this.scene;
|
||||
|
||||
this.entityManager = new EntityManager();
|
||||
this.setupSystems();
|
||||
}
|
||||
|
||||
private setupSystems(): void {
|
||||
this.scene.addEntityProcessor(new MovementSystem());
|
||||
this.scene.addEntityProcessor(new HealthSystem());
|
||||
}
|
||||
|
||||
public start(): void {
|
||||
// 创建游戏实体
|
||||
this.createPlayer();
|
||||
this.createEnemies(50);
|
||||
|
||||
// 启动游戏循环
|
||||
this.gameLoop();
|
||||
}
|
||||
|
||||
private createPlayer(): Entity {
|
||||
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[] {
|
||||
const enemies = this.scene.createEntities(count, "Enemy");
|
||||
|
||||
enemies.forEach((enemy, index) => {
|
||||
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 gameLoop(): void {
|
||||
const update = () => {
|
||||
// 更新场景
|
||||
this.scene.update();
|
||||
requestAnimationFrame(update);
|
||||
};
|
||||
update();
|
||||
}
|
||||
}
|
||||
|
||||
// 启动游戏
|
||||
const game = new SimpleGame();
|
||||
game.start();
|
||||
```
|
||||
|
||||
## 性能优化建议
|
||||
|
||||
### 1. 大规模实体处理
|
||||
- 使用 `scene.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
|
||||
- 利用脏标记系统避免不必要的更新
|
||||
|
||||
### 3. 性能监控
|
||||
- 定期检查 `scene.getStats()` 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:
|
||||
|
||||
- [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
|
||||
|
||||
## 常见问题
|
||||
|
||||
### Q: 如何在不同游戏引擎中集成?
|
||||
|
||||
A: ECS Framework 是引擎无关的,您只需要:
|
||||
1. 通过npm安装框架 `npm install @esengine/ecs-framework`
|
||||
2. 在游戏引擎的主循环中调用 `scene.update()`
|
||||
3. 根据需要集成渲染、输入等引擎特定功能
|
||||
|
||||
### Q: 如何处理输入?
|
||||
|
||||
A: 框架本身不提供输入处理,建议:
|
||||
1. 创建一个输入组件来存储输入状态
|
||||
2. 在游戏引擎的输入回调中更新输入组件
|
||||
3. 创建输入处理系统来响应输入状态
|
||||
|
||||
### Q: 如何优化大规模实体性能?
|
||||
|
||||
A: 关键优化策略:
|
||||
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: EntityManager 有什么优势?
|
||||
|
||||
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
|
||||
- [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
|
||||
Reference in New Issue
Block a user