There are too many trees in my game, and the system not related to trees wasted too much time on them. O(SxE)
What do you think is the most performant way to implement an entity filter?
Maybe use another object to track '@type' -> id mapping? (I'm using '@type' instead of 'type' in my entity) So we can only iterate through entities of some type, or with arbitrary components. So time reduced to nearly O(S).
What do you think the new API will be?
There are too many trees in my game, and the system not related to trees wasted too much time on them. O(SxE)
What do you think is the most performant way to implement an entity filter?
Maybe use another object to track
'@type' -> idmapping? (I'm using '@type' instead of 'type' in my entity) So we can only iterate through entities of some type, or with arbitrary components. So time reduced to nearly O(S).What do you think the new API will be?