I'm writing my own game engine for simple 2D game and want to iterate children, but for some reason I would like to access each item by a key.
Maybe anybody know any good solutions to my problems below?
I can't use Object.keys and for-in
, because simple array iteration has 5x performance boost. Performance critical.
I would like to add/remove children easily by passing child object to function:
scene.add(child);
scene.remove(child);
I can create data structure with both children array and object. Use add/remove methods to fill both array and object in same time. Of course in a case of changing children
property, you will break the stuff, but it is not my case, you have to use add/remove.
Rendering. Each shader program has children array.
_render(...args) {
const [gl, scene, camera] = args;
const { childrenByShaderProgram } = scene;
const dt = 0;
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
camera.updateViewMatrix();
scene.beforeUpdate(dt);
Object.keys(childrenByShaderProgram).forEach(uuid => {
const children = childrenByShaderProgram[uuid];
const sp = children[0].shaderProgram;
// Per shader program rendering.
this._useShaderProgram(gl, sp);
// Update view matrix uniform value.
sp.updateUniform('u_v', camera.viewMatrix);
for (let j = 0, len = children.length; j < len; j += 1) {
const child = children[j];
// Update attributes and uniforms values.
scene.updateEachChild(child, dt);
// Apply changes by binding uniforms and attributes.
sp.bindUniforms(gl);
sp.bindAttributes(gl);
// tbd @andytyurin texture implementation should be here.
gl.drawArrays(gl.TRIANGLE_STRIP, 0, Math.floor(child.vertices.length / 2));
}
});
scene.afterUpdate(dt);
window.requestAnimationFrame(() => this._render(...args));
}
Next will be harder... scene.js
export class Scene {
constructor() {
this.childrenByShaderProgram = {};
}
add(child) {
const { children } = child;
if (children && children.legnth) {
// Container object.
for (let i = 0, l = children.length; i < l; i += 1) {
const nestedChild = children[0];
const nestedChildren = nestedChild.children;
// Children recursion.
if (nestedChildren && nestedChildren.length) {
this.add(nestedChild);
} else {
this._addChild(nestedChild);
}
}
} else {
this._addChild(child);
}
}
remove(child) {
const { children } = child;
if (children && children.legnth) {
// Container object.
for (let i = 0, l = children.length; i < l; i += 1) {
const nestedChild = children[0];
const nestedChildren = nestedChild.children;
// Children recursion.
if (nestedChildren && nestedChildren.length) {
this.remove(nestedChild);
} else {
this._removeChild(nestedChild);
}
}
} else {
this._removeChild(child);
}
}
_addChild(child) {
const spUuid = child.shaderProgram.uuid;
if (child.renderingIdx) {
throw new Error(
'Could not add child as it is already added to the scene'
);
}
this.childrenByShaderProgram[spUuid] =
this.childrenByShaderProgram[spUuid] || [];
child.renderingIdx = this.childrenByShaderProgram[spUuid].length;
this.childrenByShaderProgram[spUuid].push(child);
}
_removeChild(child) {
const spUuid = child.shaderProgram.uuid;
const { renderingIdx } = child;
if (!renderingIdx) {
throw new Error(
'Could not remove child which has not been added to the scene'
);
}
const shaderProgramChildren = this.childrenByShaderProgram[spUuid];
const lenMinusOne = shaderProgramChildren.length - 1;
if (renderingIdx === 0) {
this.childrenByShaderProgram[spUuid] = shaderProgramChildren.slice(1);
} else if (renderingIdx === lenMinusOne) {
this.childrenByShaderProgram[spUuid] = shaderProgramChildren.slice(
0,
lenMinusOne
);
} else {
this.childrenByShaderProgram[spUuid] = [
...shaderProgramChildren.slice(0, renderingIdx),
...shaderProgramChildren.slice(renderingIdx + 1)
];
}
}
beforeUpdate(children, dt) {}
updateEachChild(child, dt) {
// Make appropriate calculations of matrices.
child.update();
}
afterUpdate(children, dt) {}
}
export default Scene;
In example I'm using renderingIdx
to remove child faster from array, but I don't want to keep any properties inside each of my child. So as alternative I can keep children in two variants as key-value and Array. It will give same performance while rendering and same performance of adding and removing children from/to scene.
Thank you!
The solution you came up with is the way to go. To keep track of the keys, it might be good to write a wrapper class:
class LookupArray {
constructor(key, ...entries) {
this.key = key;
this.array = [];
this.hash = {};
this.push(...entries);
}
push(...entries) {
for(const entry of entries) {
this.hash[entry[this.key]] = entry;
this.array.push(entry);
}
return entry.length;
}
get(id) {
return this.hash[id] || this.array[id];
}
}
So one can do:
const lookup = new LookupArray("length", "abcd", "defghi");
console.log(
lookup.get(0), // "abcd"
lookup.get(4), // "abcd"
);
for(const entry of lookup.array)
console.log(entry);
But i guess you can achieve similar performance with less memory through Object.entries
as outlined in the comments.