713b1d8fa4
(This is my first PR here, so I've probably missed some things. Please let me know what else I should do to help you as a reviewer!) # Objective Due to https://github.com/rust-lang/rust/issues/117800, the `derive`'d `PartialEq::eq` on `Entity` isn't as good as it could be. Since that's used in hashtable lookup, let's improve it. ## Solution The derived `PartialEq::eq` short-circuits if the generation doesn't match. However, having a branch there is sub-optimal, especially on 64-bit systems like x64 that could just load the whole `Entity` in one load anyway. Due to complications around `poison` in LLVM and the exact details of what unsafe code is allowed to do with reference in Rust (https://github.com/rust-lang/unsafe-code-guidelines/issues/346), LLVM isn't allowed to completely remove the short-circuiting. `&Entity` is marked `dereferencable(8)` so LLVM knows it's allowed to *load* all 8 bytes -- and does so -- but it has to assume that the `index` might be undef/poison if the `generation` doesn't match, and thus while it finds a way to do it without needing a branch, it has to do something slightly more complicated than optimal to combine the results. (LLVM is allowed to change non-short-circuiting code to use branches, but not the other way around.) Here's a link showing the codegen today: <https://rust.godbolt.org/z/9WzjxrY7c> ```rust #[no_mangle] pub fn demo_eq_ref(a: &Entity, b: &Entity) -> bool { a == b } ``` ends up generating the following assembly: ```asm demo_eq_ref: movq xmm0, qword ptr [rdi] movq xmm1, qword ptr [rsi] pcmpeqd xmm1, xmm0 pshufd xmm0, xmm1, 80 movmskpd eax, xmm0 cmp eax, 3 sete al ret ``` (It's usually not this bad in real uses after inlining and LTO, but it makes a strong demo.) This PR manually implements `PartialEq::eq` *without* short-circuiting, and because that tells LLVM that neither the generations nor the index can be poison, it doesn't need to be so careful and can generate the "just compare the two 64-bit values" code you'd have probably already expected: ```asm demo_eq_ref: mov rax, qword ptr [rsi] cmp qword ptr [rdi], rax sete al ret ``` Since this doesn't change the representation of `Entity`, if it's instead passed by *value*, then each `Entity` is two `u32` registers, and the old and the new code do exactly the same thing. (Other approaches, like changing `Entity` to be `[u32; 2]` or `u64`, affect this case.) This should hopefully merge easily with changes like https://github.com/bevyengine/bevy/pull/9907 that also want to change `Entity`. ## Benchmarks I'm not super-confident that I got my machine fully consistent for benchmarking, but whether I run the old or the new one first I get reasonably consistent results. Here's a fairly typical example of the benchmarks I added in this PR: ![image](https://github.com/bevyengine/bevy/assets/18526288/24226308-4616-4082-b0ff-88fc06285ef1) Building the sets seems to be basically the same. It's usually reported as noise, but sometimes I see a few percent slower or faster. But lookup hits in particular -- since a hit checks that the key is equal -- consistently shows around 10% improvement. `cargo run --example many_cubes --features bevy/trace_tracy --release -- --benchmark` showed as slightly faster with this change, though if I had to bet I'd probably say it's more noise than meaningful (but at least it's not worse either): ![image](https://github.com/bevyengine/bevy/assets/18526288/58bb8c96-9c45-487f-a5ab-544bbfe9fba0) This is my first PR here -- and my first time running Tracy -- so please let me know what else I should run, or run things on your own more reliable machines to double-check. --- ## Changelog (probably not worth including) Changed: micro-optimized `Entity::eq` to help LLVM slightly. ## Migration Guide (I really hope nobody was using this on uninitialized entities where sufficiently tortured `unsafe` could could technically notice that this has changed.) |
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examples | ||
macros | ||
src | ||
Cargo.toml | ||
README.md |
Bevy ECS
What is Bevy ECS?
Bevy ECS is an Entity Component System custom-built for the Bevy game engine. It aims to be simple to use, ergonomic, fast, massively parallel, opinionated, and featureful. It was created specifically for Bevy's needs, but it can easily be used as a standalone crate in other projects.
ECS
All app logic in Bevy uses the Entity Component System paradigm, which is often shortened to ECS. ECS is a software pattern that involves breaking your program up into Entities, Components, and Systems. Entities are unique "things" that are assigned groups of Components, which are then processed using Systems.
For example, one entity might have a Position
and Velocity
component, whereas another entity might have a Position
and UI
component. You might have a movement system that runs on all entities with a Position and Velocity component.
The ECS pattern encourages clean, decoupled designs by forcing you to break up your app data and logic into its core components. It also helps make your code faster by optimizing memory access patterns and making parallelism easier.
Concepts
Bevy ECS is Bevy's implementation of the ECS pattern. Unlike other Rust ECS implementations, which often require complex lifetimes, traits, builder patterns, or macros, Bevy ECS uses normal Rust data types for all of these concepts:
Components
Components are normal Rust structs. They are data stored in a World
and specific instances of Components correlate to Entities.
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
Worlds
Entities, Components, and Resources are stored in a World
. Worlds, much like Rust std collections like HashSet and Vec, expose operations to insert, read, write, and remove the data they store.
use bevy_ecs::world::World;
let world = World::default();
Entities
Entities are unique identifiers that correlate to zero or more Components.
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Velocity { x: f32, y: f32 }
let mut world = World::new();
let entity = world
.spawn((Position { x: 0.0, y: 0.0 }, Velocity { x: 1.0, y: 0.0 }))
.id();
let entity_ref = world.entity(entity);
let position = entity_ref.get::<Position>().unwrap();
let velocity = entity_ref.get::<Velocity>().unwrap();
Systems
Systems are normal Rust functions. Thanks to the Rust type system, Bevy ECS can use function parameter types to determine what data needs to be sent to the system. It also uses this "data access" information to determine what Systems can run in parallel with each other.
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
fn print_position(query: Query<(Entity, &Position)>) {
for (entity, position) in &query {
println!("Entity {:?} is at position: x {}, y {}", entity, position.x, position.y);
}
}
Resources
Apps often require unique resources, such as asset collections, renderers, audio servers, time, etc. Bevy ECS makes this pattern a first class citizen. Resource
is a special kind of component that does not belong to any entity. Instead, it is identified uniquely by its type:
use bevy_ecs::prelude::*;
#[derive(Resource, Default)]
struct Time {
seconds: f32,
}
let mut world = World::new();
world.insert_resource(Time::default());
let time = world.get_resource::<Time>().unwrap();
// You can also access resources from Systems
fn print_time(time: Res<Time>) {
println!("{}", time.seconds);
}
The resources.rs
example illustrates how to read and write a Counter resource from Systems.
Schedules
Schedules run a set of Systems according to some execution strategy. Systems can be added to any number of System Sets, which are used to control their scheduling metadata.
The built in "parallel executor" considers dependencies between systems and (by default) run as many of them in parallel as possible. This maximizes performance, while keeping the system execution safe. To control the system ordering, define explicit dependencies between systems and their sets.
Using Bevy ECS
Bevy ECS should feel very natural for those familiar with Rust syntax:
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Velocity { x: f32, y: f32 }
// This system moves each entity with a Position and Velocity component
fn movement(mut query: Query<(&mut Position, &Velocity)>) {
for (mut position, velocity) in &mut query {
position.x += velocity.x;
position.y += velocity.y;
}
}
fn main() {
// Create a new empty World to hold our Entities and Components
let mut world = World::new();
// Spawn an entity with Position and Velocity components
world.spawn((
Position { x: 0.0, y: 0.0 },
Velocity { x: 1.0, y: 0.0 },
));
// Create a new Schedule, which defines an execution strategy for Systems
let mut schedule = Schedule::default();
// Add our system to the schedule
schedule.add_systems(movement);
// Run the schedule once. If your app has a "loop", you would run this once per loop
schedule.run(&mut world);
}
Features
Query Filters
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Alive;
// Gets the Position component of all Entities with Player component and without the Alive
// component.
fn system(query: Query<&Position, (With<Player>, Without<Alive>)>) {
for position in &query {
}
}
Change Detection
Bevy ECS tracks all changes to Components and Resources.
Queries can filter for changed Components:
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Velocity { x: f32, y: f32 }
// Gets the Position component of all Entities whose Velocity has changed since the last run of the System
fn system_changed(query: Query<&Position, Changed<Velocity>>) {
for position in &query {
}
}
// Gets the Position component of all Entities that had a Velocity component added since the last run of the System
fn system_added(query: Query<&Position, Added<Velocity>>) {
for position in &query {
}
}
Resources also expose change state:
use bevy_ecs::prelude::*;
#[derive(Resource)]
struct Time(f32);
// Prints "time changed!" if the Time resource has changed since the last run of the System
fn system(time: Res<Time>) {
if time.is_changed() {
println!("time changed!");
}
}
The change_detection.rs
example shows how to query only for updated entities and react on changes in resources.
Component Storage
Bevy ECS supports multiple component storage types.
Components can be stored in:
- Tables: Fast and cache friendly iteration, but slower adding and removing of components. This is the default storage type.
- Sparse Sets: Fast adding and removing of components, but slower iteration.
Component storage types are configurable, and they default to table storage if the storage is not manually defined.
use bevy_ecs::prelude::*;
#[derive(Component)]
struct TableStoredComponent;
#[derive(Component)]
#[component(storage = "SparseSet")]
struct SparseStoredComponent;
Component Bundles
Define sets of Components that should be added together.
use bevy_ecs::prelude::*;
#[derive(Default, Component)]
struct Player;
#[derive(Default, Component)]
struct Position { x: f32, y: f32 }
#[derive(Default, Component)]
struct Velocity { x: f32, y: f32 }
#[derive(Bundle, Default)]
struct PlayerBundle {
player: Player,
position: Position,
velocity: Velocity,
}
let mut world = World::new();
// Spawn a new entity and insert the default PlayerBundle
world.spawn(PlayerBundle::default());
// Bundles play well with Rust's struct update syntax
world.spawn(PlayerBundle {
position: Position { x: 1.0, y: 1.0 },
..Default::default()
});
Events
Events offer a communication channel between one or more systems. Events can be sent using the system parameter EventWriter
and received with EventReader
.
use bevy_ecs::prelude::*;
#[derive(Event)]
struct MyEvent {
message: String,
}
fn writer(mut writer: EventWriter<MyEvent>) {
writer.send(MyEvent {
message: "hello!".to_string(),
});
}
fn reader(mut reader: EventReader<MyEvent>) {
for event in reader.iter() {
}
}
A minimal set up using events can be seen in events.rs
.