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A-ECSEntities, components, systems, and eventsEntities, components, systems, and eventsC-FeatureA new feature, making something new possibleA new feature, making something new possible
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Currently hecs queries iterate over all archetypes to check if that archetype matches the query. For a small number of archetypes, this is probably faster, but it will get more expensive as the number of archetypes (and/or number of components per archetype) gets larger. for a game engine (which will have many archetypes), it makes sense to have a cache. we could then invalidate the cache whenever an archetype is added/removed.
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A-ECSEntities, components, systems, and eventsEntities, components, systems, and eventsC-FeatureA new feature, making something new possibleA new feature, making something new possible