Použití ECS pro tvorbu her a vesmírných simulací v Rustu

Abstract

This thesis examines the use of the Entity Component System (ECS) architecture for game and space simulation development in the Rust programming language. The thesis analyzes the advan tages of data-oriented design over the traditional object-oriented approach in the context of game development and simulations. Based on this analysis, a sample application for orbital mechanics simulation using the Bevy engine is designed and implemented. The implementation demonstrates the effective use of the ECS architecture for parallel data processing, modular design, and high per formance when simulating a large number of space bodies. Performance tests confirm the advantages of the data-oriented design, where data organization using Struct of Arrays brings a performance improvement of 17.9% over the traditional Arrays of Struct approach when simulating 3 million bodies.

Description

Subject(s)

Data-oriented design, Entity Component System, Object oriented programming

Citation