Run-time Performance Comparison of Sparse-set and Archetype Entity-Component Systems

dc.contributor.authorCox, Louisen_US
dc.contributor.authorWilliams, Benjaminen_US
dc.contributor.authorVickers, Jamesen_US
dc.contributor.authorWard, Davinen_US
dc.contributor.authorHeadleand, Christopheren_US
dc.contributor.editorSheng, Yunen_US
dc.contributor.editorSlingsby, Aidanen_US
dc.date.accessioned2025-09-09T05:13:07Z
dc.date.available2025-09-09T05:13:07Z
dc.date.issued2025
dc.description.abstractEntity-Component System (ECS) architectures have emerged as a powerful alternative to traditional object-oriented solutions in video games and real-time simulations. However, different ECS implementations present distinct trade-offs between iteration speed and modification costs. Despite its growing adoption, a comparative analysis on the performance characteristics of ECS implementation types has yet to be conducted. This study compares the performance of two widely-used ECS implementations: sparse-set and archetype-based. To facilitate this, an implementation of each architecture was developed in C++20 and their performance was examined in terms of iteration speed and entity modification costs. The results show sparse-set ECSes enable cheaper entity modifications but scale poorly during iteration, while archetypes excel at large-scale iteration through cache efficiency but incur higher composition change costs. These findings provide valuable and actionable guidance for developers selecting ECS architectures for their specific applications.en_US
dc.description.sectionheadersGames
dc.description.seriesinformationComputer Graphics and Visual Computing (CGVC)
dc.identifier.doi10.2312/cgvc.20251224
dc.identifier.isbn978-3-03868-293-6
dc.identifier.pages9 pages
dc.identifier.urihttps://doi.org/10.2312/cgvc.20251224
dc.identifier.urihttps://diglib.eg.org/handle/10.2312/cgvc20251224
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Applied computing → Computer games; General and reference → Performance; Computing methodologies → Realtime simulation; Computer graphics
dc.subjectApplied computing → Computer games
dc.subjectGeneral and reference → Performance
dc.subjectComputing methodologies → Realtime simulation
dc.subjectComputer graphics
dc.titleRun-time Performance Comparison of Sparse-set and Archetype Entity-Component Systemsen_US
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