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GhostEngine/doc/_site/docs/ecs-workflows.html
Misaki d8a7b07624 feat(graphics): improve rendering pipeline and docs
- Refactor D3D12 backend and RenderGraph module
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2026-03-27 22:23:44 +09:00

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<h1 id="ecs-workflows">ECS Workflows</h1>
<p>This document outlines standard daily workflows for working within GhostEngine's ECS.</p>
<h2 id="creating-entity-queries">Creating Entity Queries</h2>
<p>To read or modify data, you first build an <code>EntityQuery</code>. You use the <code>QueryBuilder</code> struct to define inclusion and exclusion constraints.</p>
<pre><code class="lang-csharp">Identifier&lt;EntityQuery&gt; queryId = QueryBuilder.Create()
.WithAll&lt;Position&gt;() // Must have Position
.WithAny&lt;Player, Enemy&gt;() // Must have Player OR Enemy
.WithNone&lt;Dead&gt;() // Must NOT have Dead structurally
.WithDisabled&lt;Renderable&gt;() // Must have Renderable structurally, but it must be disabled
.Build(world);
</code></pre>
<p>Queries are hashed and cached internally by the <code>ComponentManager</code>. Building the same query mask twice will yield the same <code>Identifier&lt;EntityQuery&gt;</code>.</p>
<h2 id="iterating-chunk-views">Iterating Chunk Views</h2>
<p>Once you have a query, use <code>GetChunkIterator()</code> to traverse the unmanaged memory directly. This returns a <code>ChunkView</code> struct.</p>
<p>Because the data is unmanaged, you can extract <code>Span&lt;T&gt;</code> and modify it with extreme speed.</p>
<pre><code class="lang-csharp">ref var query = ref world.ComponentManager.GetEntityQueryReference(queryId);
foreach (var chunkView in query.GetChunkIterator())
{
// Get Read-Only Span
ReadOnlySpan&lt;Velocity&gt; vels = chunkView.GetComponentData&lt;Velocity&gt;();
// Get Read-Write Span
Span&lt;Position&gt; pos = chunkView.GetComponentDataRW&lt;Position&gt;();
// For loop for cache-aligned processing
for (int i = 0; i &lt; chunkView.EntityCount; i++)
{
pos[i].Value += vels[i].Value * dt;
}
}
</code></pre>
<blockquote>
<p><strong>Note:</strong> Accessing data using <code>GetComponentDataRW&lt;T&gt;()</code> will automatically bump the internal version numbers for that component type in that specific chunk, allowing other systems to detect changes efficiently.</p>
</blockquote>
<h2 id="entity-command-buffers-structural-changes">Entity Command Buffers (Structural Changes)</h2>
<p>In ECS, structural changes (adding/removing components, destroying entities) reorganize chunk memory. Doing this while iterating over chunks invalidates the memory layout.</p>
<p>To safely defer structural changes, use an <code>EntityCommandBuffer</code>.</p>
<pre><code class="lang-csharp">// Get the world's main ECB
var ecb = world.EntityCommandBuffer;
foreach (var chunk in query.GetChunkIterator())
{
var entities = chunk.GetEntities();
var healths = chunk.GetComponentData&lt;Health&gt;();
for (int i = 0; i &lt; chunk.EntityCount; i++)
{
if (healths[i].Value &lt;= 0)
{
// Defer the destruction until Playback() is called
ecb.DestroyEntity(entities[i]);
}
}
}
</code></pre>
<p>At the end of the frame (or the end of the system group update), you must call:</p>
<pre><code class="lang-csharp">world.PlaybackEntityCommandBuffers();
</code></pre>
<h3 id="multi-threading-ecbs">Multi-threading ECBs</h3>
<p>When using the <code>JobScheduler</code>, you can record deferred commands across multiple worker threads concurrently by requesting thread-local ECBs:</p>
<pre><code class="lang-csharp">int workerIndex = JobScheduler.CurrentThreadIndex;
var threadEcb = world.GetThreadLocalEntityCommandBuffer(workerIndex);
// Safely record structural changes from parallel jobs
threadEcb.AddComponent&lt;Dead&gt;(entity);
</code></pre>
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