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@javelin/ecs
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@javelin/ecs
A TypeScript Entity-Component System (ECS) for Node and web browsers.
https://3mcd.github.io/javelin
ECS is a pattern commonly used in game development to associate components (state) with stateless entities (game objects). Systems then operate on collections of entities of shared composition.
For example, a system could add a Burn
component to entities with Position
and Health
components when their position intersects with a lava pit.
Javelin ECS uses very little memory and thus produces very little garbage. Below is a screenshot of an allocation timeline where 10k entities are iterated by 3 systems per tick at 60Hz. The memory growth (0.3mb) is consistent with standard setInterval
or requestAnimationFrame
performance and there is no "sawtooth" pattern of frequent, minor GC events.
Allocation timeline of simple requestAnimationFrame
loop:
Allocation timeline of requestAnimationFrame
loop, 10k entities iterated per tick:
Run yarn perf
to run performance tests.
Example perf on 2018 MacBook Pro where 630k entities are iterated per tick at ~60 FPS:
========================================
perf_storage
========================================
create: 229.866ms
run: 15520.090ms
destroy: 13.510ms
entities | 540000
components | 4
queries | 4
ticks | 1000
iter | 630630000
iter_tick | 630630
avg_tick | 15.987ms
========================================
perf_storage_pooled
========================================
create: 281.043ms
run: 15997.922ms
destroy: 14.744ms
entities | 540000
components | 4
queries | 4
ticks | 1000
iter | 630630000
iter_tick | 630630
avg_tick | 16.52ms
FAQs
Unknown package
We found that @javelin/ecs demonstrated a not healthy version release cadence and project activity because the last version was released a year ago. It has 1 open source maintainer collaborating on the project.
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