- Refactor D3D12 backend and RenderGraph module - Update graphics RHI and core rendering components - Add Random.hlsl shader include - Regenerate API documentation and update user guides
185 lines
7.3 KiB
HTML
185 lines
7.3 KiB
HTML
<!DOCTYPE html>
|
|
<html>
|
|
<head>
|
|
<meta charset="utf-8">
|
|
<title>Getting Started with Ghost.Entities | GhostEngine </title>
|
|
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
|
<meta name="title" content="Getting Started with Ghost.Entities | GhostEngine ">
|
|
|
|
|
|
<link rel="icon" href="../favicon.ico">
|
|
<link rel="stylesheet" href="../public/docfx.min.css">
|
|
<link rel="stylesheet" href="../public/main.css">
|
|
<meta name="docfx:navrel" content="../toc.html">
|
|
<meta name="docfx:tocrel" content="toc.html">
|
|
|
|
<meta name="docfx:rel" content="../">
|
|
|
|
|
|
|
|
<meta name="loc:inThisArticle" content="In this article">
|
|
<meta name="loc:searchResultsCount" content="{count} results for "{query}"">
|
|
<meta name="loc:searchNoResults" content="No results for "{query}"">
|
|
<meta name="loc:tocFilter" content="Filter by title">
|
|
<meta name="loc:nextArticle" content="Next">
|
|
<meta name="loc:prevArticle" content="Previous">
|
|
<meta name="loc:themeLight" content="Light">
|
|
<meta name="loc:themeDark" content="Dark">
|
|
<meta name="loc:themeAuto" content="Auto">
|
|
<meta name="loc:changeTheme" content="Change theme">
|
|
<meta name="loc:copy" content="Copy">
|
|
<meta name="loc:downloadPdf" content="Download PDF">
|
|
|
|
<script type="module" src="./../public/docfx.min.js"></script>
|
|
|
|
<script>
|
|
const theme = localStorage.getItem('theme') || 'auto'
|
|
document.documentElement.setAttribute('data-bs-theme', theme === 'auto' ? (window.matchMedia('(prefers-color-scheme: dark)').matches ? 'dark' : 'light') : theme)
|
|
</script>
|
|
|
|
</head>
|
|
|
|
<body class="tex2jax_ignore" data-layout="" data-yaml-mime="">
|
|
<header class="bg-body border-bottom">
|
|
<nav id="autocollapse" class="navbar navbar-expand-md" role="navigation">
|
|
<div class="container-xxl flex-nowrap">
|
|
<a class="navbar-brand" href="../index.html">
|
|
<img id="logo" class="svg" src="../logo.svg" alt="GhostEngine">
|
|
GhostEngine
|
|
</a>
|
|
<button class="btn btn-lg d-md-none border-0" type="button" data-bs-toggle="collapse" data-bs-target="#navpanel" aria-controls="navpanel" aria-expanded="false" aria-label="Toggle navigation">
|
|
<i class="bi bi-three-dots"></i>
|
|
</button>
|
|
<div class="collapse navbar-collapse" id="navpanel">
|
|
<div id="navbar">
|
|
<form class="search" role="search" id="search">
|
|
<i class="bi bi-search"></i>
|
|
<input class="form-control" id="search-query" type="search" disabled placeholder="Search" autocomplete="off" aria-label="Search">
|
|
</form>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
</nav>
|
|
</header>
|
|
|
|
<main class="container-xxl">
|
|
<div class="toc-offcanvas">
|
|
<div class="offcanvas-md offcanvas-start" tabindex="-1" id="tocOffcanvas" aria-labelledby="tocOffcanvasLabel">
|
|
<div class="offcanvas-header">
|
|
<h5 class="offcanvas-title" id="tocOffcanvasLabel">Table of Contents</h5>
|
|
<button type="button" class="btn-close" data-bs-dismiss="offcanvas" data-bs-target="#tocOffcanvas" aria-label="Close"></button>
|
|
</div>
|
|
<div class="offcanvas-body">
|
|
<nav class="toc" id="toc"></nav>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="content">
|
|
<div class="actionbar">
|
|
<button class="btn btn-lg border-0 d-md-none" type="button" data-bs-toggle="offcanvas" data-bs-target="#tocOffcanvas" aria-controls="tocOffcanvas" aria-expanded="false" aria-label="Show table of contents">
|
|
<i class="bi bi-list"></i>
|
|
</button>
|
|
|
|
<nav id="breadcrumb"></nav>
|
|
</div>
|
|
|
|
<article data-uid="">
|
|
<h1 id="getting-started-with-ghostentities">Getting Started with Ghost.Entities</h1>
|
|
|
|
<p>GhostEngine's Entity Component System (ECS) is a high-performance, Data-Oriented architecture designed for C# .NET 10. The ECS runtime is strictly AOT-compatible and focuses on unmanaged data structures to maximize cache locality and performance.</p>
|
|
<h2 id="initialization">Initialization</h2>
|
|
<p>The core of the ECS is the <code>World</code>. A <code>World</code> contains an <code>EntityManager</code>, <code>ComponentManager</code>, and <code>SystemManager</code>.</p>
|
|
<p>To get started, you must create a <code>World</code>:</p>
|
|
<pre><code class="lang-csharp">using Ghost.Entities;
|
|
|
|
// Create a new World with a default entity capacity of 16
|
|
World world = World.Create();
|
|
</code></pre>
|
|
<h2 id="creating-entities-and-adding-components">Creating Entities and Adding Components</h2>
|
|
<p>Entities are simply IDs that point to a combination of components. You use the <code>EntityManager</code> to create and modify them.</p>
|
|
<p>First, define your unmanaged components:</p>
|
|
<pre><code class="lang-csharp">public struct Position : IComponent
|
|
{
|
|
public float X, Y, Z;
|
|
}
|
|
|
|
public struct Velocity : IComponent
|
|
{
|
|
public float X, Y, Z;
|
|
}
|
|
</code></pre>
|
|
<p>Then, create entities and attach components:</p>
|
|
<pre><code class="lang-csharp">using Ghost.Core;
|
|
using Misaki.HighPerformance.LowLevel.Buffer;
|
|
|
|
// Creating a ComponentSet for fast archetype initialization
|
|
using var scope = AllocationManager.CreateStackScope();
|
|
var componentSet = new ComponentSet(
|
|
scope.AllocationHandle,
|
|
ComponentTypeID<Position>.Value,
|
|
ComponentTypeID<Velocity>.Value
|
|
);
|
|
|
|
// Create 1000 entities with both Position and Velocity
|
|
world.EntityManager.CreateEntities(1000, componentSet);
|
|
</code></pre>
|
|
<h2 id="adding-systems-and-updating">Adding Systems and Updating</h2>
|
|
<p>Systems contain the logic that operates on the component data. You add systems to the <code>SystemManager</code> and run them inside a loop.</p>
|
|
<pre><code class="lang-csharp">// Get the DefaultSystemGroup to attach systems
|
|
var group = world.SystemManager.GetSystem<DefaultSystemGroup>();
|
|
|
|
// Add custom systems
|
|
group.AddSystem<MovementSystem>();
|
|
|
|
// Sort systems based on their dependencies
|
|
group.SortSystems();
|
|
|
|
// Initialize all systems
|
|
world.SystemManager.InitializeAll(new TimeData());
|
|
|
|
// Update loop
|
|
while (running)
|
|
{
|
|
world.SystemManager.UpdateAll(timeData);
|
|
world.PlaybackEntityCommandBuffers();
|
|
}
|
|
|
|
// Cleanup at the end
|
|
world.Dispose();
|
|
</code></pre>
|
|
<h2 id="summary">Summary</h2>
|
|
<p>In GhostEngine ECS:</p>
|
|
<ol>
|
|
<li><strong>World</strong> manages the lifecycle of your ECS data.</li>
|
|
<li><strong>Components</strong> (<code>IComponent</code>) are unmanaged data structures.</li>
|
|
<li><strong>Entities</strong> are logical containers combining those components into archetypes.</li>
|
|
<li><strong>Systems</strong> (<code>SystemBase</code>) execute logic over arrays of components using <code>EntityQuery</code>.</li>
|
|
</ol>
|
|
|
|
</article>
|
|
|
|
<div class="contribution d-print-none">
|
|
</div>
|
|
|
|
<div class="next-article d-print-none border-top" id="nextArticle"></div>
|
|
|
|
</div>
|
|
|
|
<div class="affix">
|
|
<nav id="affix"></nav>
|
|
</div>
|
|
</main>
|
|
|
|
<div class="container-xxl search-results" id="search-results"></div>
|
|
|
|
<footer class="border-top text-secondary">
|
|
<div class="container-xxl">
|
|
<div class="flex-fill">
|
|
<span>Made with <a href="https://dotnet.github.io/docfx">docfx</a></span>
|
|
</div>
|
|
</div>
|
|
</footer>
|
|
</body>
|
|
</html>
|