Releases: ABC-Engine/ABC-ECS
Release list
v0.2.0 Release
Easier Multithreading
v0.1.5 had unintended consequences on non-multithreaded systems. In this release, we fix that! Instead of requiring send sync for absolutely everything, now send + sync is only required for components being accessed or added in multithreaded functionality.
Renaming
We made a slight adjustment to the name of the "GameEngine" struct. That name doesn't accurately represent what it is, it is a ecs not a game engine. So "GameEngine" has been changed to "World" to better reflect functionality and purpose.
v0.1.5
In this release, we added multithreading capability.
What's New?
There are two new functions implemented by the system trait. These are meant to allow for easier parallelism leading to higher performance! 🚀
Prestep Function
Every prestep function will be run in parallel. This step is meant to gather information about what to change in the single_entity_step.
Single Entity Step Function
This is run once per entity. You can only mutate and access one entity at a time, this allows the entities to be sent to different threads. The advantage of this is that even if you only have a few key systems you can still access the benefits of multithreading.