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<h1 id="performance-patterns">Performance Patterns</h1>
<p>This page captures the runtime performance techniques used in <code>Ghost.Entities</code> and how to apply them.</p>
<h2 id="data-layout">Data Layout</h2>
<ul>
<li>Archetype storage uses contiguous component arrays per chunk.</li>
<li>Chunk memory is fixed-size (<code>Chunk.CHUNK_BUFFER_SIZE</code>) to bound allocations and improve locality.</li>
<li>Component layouts are precomputed per archetype:
<ul>
<li>offset,</li>
<li>size,</li>
<li>enable-bit offset,</li>
<li>version index.</li>
</ul>
</li>
</ul>
<p>Why it matters:</p>
<ul>
<li>Sequential memory access in inner loops.</li>
<li>Fewer pointer indirections than object-per-entity layouts.</li>
</ul>
<h2 id="structural-cost-model">Structural Cost Model</h2>
<p>Structural changes are intentionally explicit and potentially expensive.</p>
<ul>
<li><code>AddComponent</code> / <code>RemoveComponent</code> move entities between archetypes.</li>
<li>Removal uses swap-back compaction to keep chunks dense.</li>
<li>Batch destroy path sorts locations and processes by chunk to reduce random work.</li>
</ul>
<p>Guidance:</p>
<ul>
<li>Prefer bulk creation APIs (<code>CreateEntities</code>) over repeated single inserts.</li>
<li>Minimize structural churn in hot update loops.</li>
<li>Use <code>EntityCommandBuffer</code> to defer structural edits.</li>
</ul>
<h2 id="query-efficiency">Query Efficiency</h2>
<ul>
<li>Queries are compiled into bitset masks.</li>
<li>Query instances are cached by mask hash in <code>ComponentManager</code>.</li>
<li>New archetypes are incrementally tested and added to existing query match lists.</li>
</ul>
<p>Guidance:</p>
<ul>
<li>Build query once, reuse query ID.</li>
<li>Avoid rebuilding identical queries every frame.</li>
</ul>
<h2 id="enableable-components">Enableable Components</h2>
<p>Enableable state is stored in bitmasks per chunk.</p>
<ul>
<li>Toggle with <code>EntityManager.SetEnabled&lt;T&gt;(...)</code>.</li>
<li>Query semantics (<code>WithAll</code>, <code>WithNone</code>, <code>WithDisabled</code>, <code>WithPresent</code>) combine structural and enablement checks.</li>
</ul>
<p>Guidance:</p>
<ul>
<li>Prefer enable/disable for state toggles over add/remove where possible.</li>
</ul>
<h2 id="change-versioning">Change Versioning</h2>
<p>The runtime tracks:</p>
<ul>
<li>world version (<code>World.Version</code>),</li>
<li>chunk structural version,</li>
<li>per-component version per chunk.</li>
</ul>
<p><code>ChunkView</code> APIs such as <code>HasChanged&lt;T&gt;(version)</code> allow change-filtered work.</p>
<p>Guidance:</p>
<ul>
<li>Cache last processed version per system/subsystem.</li>
<li>Skip unchanged chunks/components when possible.</li>
</ul>
<h2 id="jobs-and-parallel-chunk-processing">Jobs and Parallel Chunk Processing</h2>
<p><code>EntityQuery.ScheduleChunkParallel</code> transforms matched chunks into job batches and schedules <code>IJobParallelFor</code> work.</p>
<p>Guidance:</p>
<ul>
<li>Use chunk jobs for broad data transforms.</li>
<li>Keep <code>batchSize</code> tuned for your workload.</li>
<li>Chain dependencies correctly and wait only at necessary sync points.</li>
</ul>
<h2 id="allocation-and-lifetime-hygiene">Allocation and Lifetime Hygiene</h2>
<ul>
<li>Temporary data often uses stack/temporary allocators (<code>AllocationManager.CreateStackScope</code>).</li>
<li>Persistent containers are explicitly disposed.</li>
</ul>
<p>Guidance:</p>
<ul>
<li>Keep temporary allocations scoped and short-lived.</li>
<li>Always dispose worlds, schedulers, and persistent collections deterministically.</li>
</ul>
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