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A high-performance Physics Engine built using an Entity Component System (ECS) architecture, designed with a hybrid approach that blends object-oriented programming (OOP) principles with Data-Oriented Design (DOD) to deliver both intuitive usage and exceptional performance.

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High-Performance Physics Engine

A high-performance Physics Engine built using an Entity Component System (ECS) architecture, designed with a hybrid approach that blends object-oriented programming (OOP) principles with Data-Oriented Design (DOD) to deliver both intuitive usage and exceptional performance. The engine is tailored for applications that demand efficient, real-time simulation of physics, such as games or simulations with large-scale environments.

At its core, this ECS framework aims to provide developers with a familiar API structure while maximising data locality and reducing memory overhead through flat, contiguous primitive arrays. By avoiding the typical object-oriented overhead (e.g., generics, object wrappers, and polymorphism at runtime), the ECS achieves a much lower memory footprint and ensures data is more cache-friendly, thus improving performance on modern CPUs where cache misses are a significant bottleneck.

The foundational components of the ECS are the IntList and FloatList classes, which implement dynamic flat arrays of primitive types (integers and floats). These classes are designed to closely mimic Java’s List interface but avoid the use of generics and object wrapping to eliminate the inherent memory overhead that comes with generic List implementations. All primitive data associated with components is stored in these lists, ensuring efficient memory access patterns and minimising cache misses. By using flat arrays, the engine guarantees that component data is stored contiguously in memory, which is a crucial aspect of modern game performance optimisation.

Although the ECS does not strictly adhere to a traditional Archetype-based memory layout, Archetypes still feature prominently in its design. Each archetype corresponds to a specific combination of components, represented as a bitmask. However, instead of storing entire entities and their components contiguously in memory (as in typical Archetype systems), this ECS stores each component type in its own flat array. This allows for contiguous memory storage for individual components, leading to more efficient memory access during system execution, particularly for data-heavy operations like physics calculations.

The ECS uses a SparseSet architecture to map entities to components, achieving constant-time O(1) lookups for entity-component associations. The SparseSet itself maintains a static sparse array and a dynamic flat array (an instance of IntList), making the component lookup and assignment process highly efficient, even for large numbers of entities.

There are two primary categories of components in this ECS: Vector and Scalar components. Components that involve multi-dimensional data (such as positions or velocities) are stored using VectorStorage, while single-value components (such as health or mass) use ScalarStorage. This distinction allows the ECS to handle both scalar and vector data efficiently, using memory layouts tailored for each data type. Specialised data structures such as those for geometric shapes (e.g., Circle, Rectangle) implement interleaved flat arrays to store their complex data, ensuring contiguity while balancing the need for multi-attribute components.

Each component is identified and assigned a unique bit within a Component enum, which forms the basis for defining Archetypes. The Archetype enum groups components into unique bitsets that systems can use to query entities of interest efficiently. This use of bitmasks enables rapid querying, iteration, and manipulation of entities that match a given set of components, facilitating fast execution of systems that operate on specific subsets of entities.

The design choices behind this engine—dynamic flat arrays for data storage, sparse set for entity-component mapping, and hybrid use of OOP and DOD—were made to maximise both developer productivity and system performance. Developers familiar with OOP can quickly get up to speed with the API, while the engine under the hood performs optimally, making it suitable for large-scale, real-time physics simulations. Furthermore, the framework is highly extensible, allowing for future features such as more advanced physics models, spatial partitioning, and parallel processing to be integrated seamlessly.

Key Features:

  • Hybrid ECS architecture combining OOP and Data-Oriented Design for a developer-friendly yet performant framework
  • Optimised for CPU cache locality and data contiguity through flat primitive arrays
  • Efficient entity-to-component mapping using a SparseSet architecture for O(1) lookup times
  • Support for both Vector and Scalar components with specialised memory storage for complex data types
  • Flexible bitmask-based system for rapid querying of Archetypes and efficient entity iteration
  • Designed for extensibility, with future features like advanced physics models and parallel processing in mind

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A high-performance Physics Engine built using an Entity Component System (ECS) architecture, designed with a hybrid approach that blends object-oriented programming (OOP) principles with Data-Oriented Design (DOD) to deliver both intuitive usage and exceptional performance.

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