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ecs: major rethink & database-aligned design
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:: Limitations of our ECS

Previously, we had thought about our ECS in terms of archetypes defined at compile time (effectively arrays
of archetype structs with comptime defined fields as components.) I believe that this is likely *the most
efficient* way that one could ever represent entities. However, it comes with many limitations, namely that:

You have to define which components your entity will have _at compile time_: with our implementation,
adding/removing components to an entity at runtime was not possible (although declaring components at comptime
that had optional _values_ at runtime was). This is contradictory with some goals that we have:

* The ability to add/remove components at runtime:
    * In an editor for the game engine, e.g. adding a Physics component or similar to see how it behaves.
    * In a code file as part of Zig hot code swapping in the future, adding an arbitrary component to an entity
      while your game is running.
    * In more obscure cases: adding components at runtime as part of loading a config file, in response to network
      operations, etc.

:: Investigating sparse sets

To find the best way to solve this, I did begin to investigate sparse sets which I saw mentioned in various contexts
with ECS implementations. My understanding is that many ECS implementations utilize sparse sets to store a relation
between an entity ID and the dense arrays of components associated with it. My understanding is that sparse sets
often imply storing components as distinct dense arrays (e.g. an array of physics component values, an array of weapon
component values, etc.) and then using the sparse set to map entity IDs -> indexes within those dense component arrays,
`weapon_components[weapons_sparse_set[entityID]]` is effectively used to lookup an entity's weapon component value,
because not every entity is guaranteed to have the same components and so `weapon_components[entityID]` is not possible.

This of course introduces overhead, not only due to two arrays needed to lookup a component's value, but also because
you may now be accessing `weapon_components` values non-sequentially which can easily introduce CPU cache misses. And
so I began to think about how to reconcile the comptime-component-definition archetype approach I had written before
and this sparse set approach that seems to be popular among other ECS implementations.

:: Thinking in terms of databases

What helped me was thinking about an ECS in terms of databases, where tables represent a rather arbitrary "type" of
entity, rows represent entities (of that type) themselves, and the columns represent component values. This makes a lot
of sense to me, and can be implemented at runtime easily to allow adding/removing "columns" (components) to an entity.

The drawback of this database model made the benefit of sparse sets obvious: If I have a table representing monster
entities, and add a Weapon component to one monster - every monster must now pay the cost of storing such a component
as we've introduced a column, whether they intend to store a value there or not. In this context, having a way to
separately store components and associate them with an entity via a sparse set is nice: you pay a bit more to iterate
over such components (because they are not stored as dense arrays), but you only pay the cost of storing them for
entities that actually intend to use them. In fact, iteration could be faster due to not having to skip over "empty"
column values.

So this was the approach I implemented here:

* `Entities` is a database of tables.
    * It's a hashmap of table names (entity type names) to tables (`EntityTypeStorage`).
    * An "entity type" is some arbitrary type of entity _likely to have the same components_. It's optimized for that.
      But unlike an "archetype", adding/removing ocmponents does not change the type - it just adds/removes a new column
      (array) of data.
    * You would use just one set of these for any entities that would pass through the same system. e.g. one of these
      for all 3D objects, one for all 2D objects, one for UI components. Or one for all three.
* `EntityTypeStorage` is a table, whose rows are entities and columns are components.
    * It's a hashmap of component names -> `ComponentStorage(T)`
    * Adding/removing a component is as simple as adding/removing a hashmap entry.
* `ComponentStorage(T)` is one of two things:
    * (default) a dense array of component values, making it quite optimal for iterating over.
    * (optional) a sparsely stored map of (row ID) -> (component value).
* `EntityID` thus becomes a simple 32-bit row ID + a 16-bit table ID, and it's globally unique within a set of `Entities`.
    * Also enables O(1) entity ID lookups, effectively `entities.tables[tableID].rows[rowID]`

:: Benefits

::: Faster "give me all entities with components (T, U, V) queries"

One nice thing about this approach is that to answer a query like "give me all entities with a 'weapon' component", we can
reduce the search space dramatically right off the bat due to the entity types: an `EntityTypeStorage` has fast access to
the set of components all entities within it may have set. Now, not all of them will have such a component, but _most of
them will_. We just "know" that without doing any computations, our data is structured to hint this to us. And this makes
sense logically, because most entities are similar: buttons, ogre monsters, players, etc. are often minor variations of
something, not a truly unique type of entity with 100% random components.

::: Shared component values

In addition to having sparse storage for `entity ID -> component value` relations, we can _also_ offer a third type of
storage: shared storage. Because we allow the user to arbitrarily define entity types, we can offer to store components
at the entity type (table) level: pay to store the component only once, not per-entity. This seems quite useful (and perhaps
even unique to our ECS? I'd be curious to hear if others offer this!)

For example, if you want to have all entities of type "monster" share the same `Renderer` component value for example,
we simply elevate the storage of that component value to the `EntityTypeStorage` / as part of the table itself, not as a column
or sparse relation. This is a mere `component name -> component value` map. There is no `entity ID -> component value`
relationship involved here, we just "know" that every entity of the "monster" entity type has that component value.

::: Runtime/editor introspection

This is not a benefit of thinking in terms of databases, but this implementation opens the possibility for runtime (future editor)
manipulation & introspection:

* Adding/removing components to an entity at runtime
* Iterating all entity types within a world
    * Iterating all entities of a given type
        * Iterating all possibly-stored components for entities of this type
        * Iterating all entities of this type
            * Iterating all components of this entity (future)
* Converting from sparse -> dense storage at runtime

:: A note about Bevy/EnTT

After writing this, and the above commit message, I got curious how Bevy/EnTT handle this. Do they do something similar?

I found [Bevy has hybrid component storage (pick between dense and sparse)](https://bevyengine.org/news/bevy-0-5/#hybrid-component-storage-the-solution)
which appears to be more clearly specified in [this linked PR](bevyengine/bevy#1525) which also indicates:

> hecs, legion, flec, and Unity DOTS are all "archetypal ecs-es".
> Shipyard and EnTT are "sparse set ecs-es".

:: Is our archetypal memory layout better than other ECS implementations?

One notable difference is that Bevy states about Archetypal ECS:

> Comes at the cost of more expensive add/remove operations for an Entity's components, because all components need
> to be copied to the new archetype's "table"

I've seen this stated elsewhere, outside of Bevy, too. I've had folks tell me that archetypal ECS implementations
use an AoS memory layout in order to make iteration faster (where `A`, `B`, and `C` are component values):

```
ABCABCABCABC
```

I have no doubt a sparse set is worse for iteration, as it involves accessing non-sequentially into the underlying dense
arrays of the sparse set (from what I understand.) However, I find the archetypal storage pattern most have settled on
(AoS memory layout) to be a strange choice. The other choice is an SoA memory layout:

```
AAAA
BBBB
CCCC
```

My understanding from data oriented design (primarily from Andrew Kelley's talk) is that due to struct padding and alignment
SoA is in fact better as it reduces the size of data (up to nearly half, IIRC) and that ensures more actually ends up in CPU
cache despite accessing distinct arrays (which apparently CPUs are quite efficient at.)

Obviously, I have no benchmarks, and so making such a claim is super naive. However, if true, it means that our memory layout
is not just more CPU cache efficient but also largely eliminates the typically increased cost of adding/removing components
with archetypal storage: others pay to copy every single entity when adding/removing a component, we don't. We only pay to
allocate space for the new component. We don't pay to copy anything. Of course, in our case adding/removing a component to
sparse storage is still cheaper: effectively a hashmap insert for affected entities only, rather than allocating an entire
array of size `len(entities)`.

An additional advantage of this, is that even when iterating over every entity your intent is often not to access every component.
For example, a physics system may access multiple components but will not be interested in rendering/game-logic components and
those will "push" data we care about out of the limited cache space.

:: Future

Major things still not implemented here include:

* Multi-threading
* Querying, iterating
* "Indexes"
    * Graph relations index: e.g. parent-child entity relations for a DOM / UI / scene graph.
    * Spatial index: "give me all entities within 5 units distance from (x, y, z)"
    * Generic index: "give me all entities where arbitraryFunction(e) returns true"

Signed-off-by: Stephen Gutekanst <[email protected]>
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22 changes: 8 additions & 14 deletions ecs/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -27,23 +27,17 @@ There are plenty of known issues, and things that just aren't implemented yet. A
* Currently only handles entity management, no world management or scheduling. No global data, etc.
* Lack of API documentation (see "example" test)
* Missing hooks that would enable visualizing memory usage, # of entities, components, etc. and otherwise enable integration of editors/visualizers/profilers/etc.
* TypedEntities does not allow for storage of sparse data yet, and also specifically comptime defined sparse data - both are needed. e.g. if only a handful of entities need a component but there are hundreds of thousands.
* If many entities are deleted, TypedEntities iteration becomes slower due to needing to skip over entities in the free_slots set, we should add a .compact() method that allows for remediating this as well as exposing .
* If *tons* of entities are deleted, even with .compact(), memory would not be free'd / returned to the OS by the underlying MultiArrayList. We could add a .compactAndFree() method to correct this.
* We have dense and sparse data, but no shared data yet.
* If many entities are deleted, iteration becomes slower due to needing to skip over entities in the free_slots set, we should add a .compact() method that allows for remediating this.
* If *tons* of entities are deleted, even with .compact(), memory would not be free'd / returned to the OS by the underlying components arrays. We could add a .compactAndFree() method to correct this.
* It would be nicer if there were configuration options for performing .compactAndFree() automatically, e.g. if the number of free entity slots is particularly high or something.
* Currently we do not expose an API for pre-allocating entities (i.e. allocating capacity up front) but that's very important for perf and memory usage in the real world.
* When TypedEntities is deinit'd, entity Archetypes - or maybe systems via an event/callback, need a way to be notified of destruction.
* Entities.get() currently operates on the archetype type name, but we should perhaps enable also getting a TypedEntities instance via passing a unique string name. e.g. if you want to store two separate team's Player entities in distinct TypedEntities collections.
* There should exist a Merge/Combine function for composing Archetypes from components and other Archetypes without explicitly listing every single component out in a new struct.
* When entity is deleted, maybe via systems / an event/callback, need a way to be notified of destruction. Same with updated maybe.

See also the numerous TODOs in main.zig.

## Copyright & patent mitigation

The initial implementation was a clean-room implementation by Stephen Gutekanst without having
read other ECS implementations' code, but with speaking to people familiar with other ECS
implementations. Contributions past the initial implementation may be made by individuals in
non-clean-room settings (familiar with open source implementations only.)
The initial implementation was a clean-room implementation by Stephen Gutekanst without having read other ECS implementations' code, but with speaking to people familiar with other ECS implementations. Contributions past the initial implementation may be made by individuals in non-clean-room settings (familiar with open source implementations only.)

Critically, this entity component system stores components for a classified archetype using both
a multi array list (independent arrays allocated per component) as well as hashmaps for sparse
component data for optimization. This is a novel and fundamentally different process than what
is described Unity Software Inc's patent US 10,599,560. This is not legal advice.
Critically, this entity component system stores components for a classified archetype using independent arrays allocated per component as well as hashmaps for sparse component data as an optimization. This is a novel and fundamentally different process than what is described in Unity Software Inc's patent US 10,599,560. This is not legal advice.
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