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Misaki d8a7b07624 feat(graphics): improve rendering pipeline and docs
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<h1 id="performance-and-memory">Performance and Memory</h1>
<p>GhostEngine's ECS is explicitly designed around maximum CPU efficiency and AOT compatibility.</p>
<h2 id="structure-of-arrays-soa">Structure of Arrays (SoA)</h2>
<p>Traditional OOP patterns use Arrays of Structures (AoS), which causes cache misses when looping through objects to read a single field.</p>
<p>GhostEngine ECS uses Structure of Arrays (SoA) at the chunk level. A 16KB unmanaged <code>Chunk</code> separates components into continuous blocks. When a <code>System</code> iterates a <code>ChunkView</code> and calls <code>GetComponentData&lt;Position&gt;()</code>, it receives a contiguous <code>Span&lt;Position&gt;</code>.</p>
<p>Because modern CPUs pre-fetch continuous memory aggressively, an ECS query can be up to orders of magnitude faster than naive OOP equivalents.</p>
<h2 id="benchmark-example">Benchmark Example</h2>
<p>The internal <code>Ghost.Entities.Test</code> benchmarks demonstrate the raw speed comparison:</p>
<pre><code class="lang-csharp">// OOP Approach (~4000ns)
for (var i = 0; i &lt; _gameObjects.Length; i++)
{
_gameObjects[i].Position += new Vector4(_dt, _dt, _dt, 0);
}
// ECS Approach (~620ns)
ref var query = ref _world.ComponentManager.GetEntityQueryReference(_queryIdentifier);
foreach (var chunkView in query.GetChunkIterator())
{
var positions = chunkView.GetComponentDataRW&lt;Position&gt;();
ref var address = ref MemoryMarshal.GetReference(positions);
for (var i = 0; i &lt; positions.Length; i++)
{
Unsafe.Add(ref address, i).value += new Vector4(_dt, _dt, _dt, 0);
}
}
</code></pre>
<p><strong>Results for 1,000,000 Entities:</strong></p>
<ul>
<li>Over <strong>98.5% cache hits</strong></li>
<li>Approximately <strong>4x to 6x faster</strong> execution times</li>
<li><strong>0 Bytes</strong> allocated per frame (Zero Garbage Collection)</li>
</ul>
<h2 id="versioning-and-change-tracking">Versioning and Change Tracking</h2>
<p>Chunks maintain atomic version counters. Whenever <code>GetComponentDataRW&lt;T&gt;()</code> is called, the chunk updates its component version to match the current <code>World.Version</code>.</p>
<p>Systems can rapidly bypass entire chunks without iterating them by checking <code>chunkView.HasChanged&lt;T&gt;(LastSystemVersion)</code>. This enables dirty-flag processing at near-zero cost.</p>
<h2 id="unmanaged-constraints">Unmanaged Constraints</h2>
<p>To guarantee this performance, the engine strictly enforces unmanaged types.</p>
<ul>
<li>You cannot put <code>string</code>, <code>class</code>, or managed arrays inside <code>IComponent</code>.</li>
<li>For bulk temporary allocations during system updates, you should use <code>VirtualStack.Scope</code> or <code>AllocationManager</code> alongside <code>UnsafeList&lt;T&gt;</code> to remain entirely off the .NET Garbage Collector heap.</li>
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