Comments (2)
Any other ideas to do some smaller string operations in the system to fill the buffer ?
(I may try out std::to_string()
, but idk maybe the string allocations is also a factor)
EDIT: Maybe I try out to make a System with something more "realistic" and useful, like a "RenderingSystem", but with a string buffer to "draw" a character into it or some other data and number crunching things.
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I would avoid any string manipulation or allocation at all, most games try to avoid it. That way those things will be overhead in the libs, if they do it.
I don't think you need any real-world simulation but purely benchmarking actions under different conditions is fine.
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Related Issues (15)
- cmake fails HOT 5
- Timing and creating entities HOT 3
- pico_ecs: NDEBUG HOT 2
- Fix CI build - mustache Framework HOT 1
- C++23 features used but build target is C++20
- Can you add benchmark to my ECS? HOT 3
- The log scaling of the graphs is distorting differences between libraries HOT 7
- Why the data of flecs and mustache sometimes looks so strange where the number of entites is small? HOT 1
- Suggestion: add `EnTT` to the comparison HOT 5
- Updated EnTT
- "Bad" link
- Failing to build on Windows due to missing Artemis github? HOT 3
- Add benchmark of new ECS framework HOT 1
- Mustache benchmark update HOT 2
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