feat(ecs): ludic.base Table<T> - dense rows of hot columns, generational handles, a spatial grid, kind indexes and an id map kept current by the setters; ludic.things on it

A mechanic that keeps many of something keeps them as rows of a Table<T> rather than a list it
scans. Removal swaps the last row in; a handle (22-bit slot, 9-bit generation) goes stale when its
entity is removed. tb_set_f / tb_set_xz / tb_set_i stamp a change tick and refile the row in every
index over that column in O(1): tb_grid (a doubly linked spatial hash, rings outward for nearest,
rehashing as it grows), tb_index (a cached query: the rows of each value of a kind column, gated by
an active column), tb_nearest_of / tb_within_of (a rare kind from its own list), tb_nearest_where
(a predicate on the record), tb_within_recs (into the caller's list), tb_changed_since /
tb_added_since, IntMap. No question allocates or writes: Ludic frees nothing, and the old lists'
per-call copies leaked every frame.

ludic.things keeps its Things as a Table<Thing> with x, z, kind and active as columns; every verb
writes the record and the row together (a Thing carries its handle and table, so thing_hide(t)
still needs no state), thing_set_on / thing_set_xz / thing_place_at are the silent forms the game
used to do by assignment, and things_verify holds the columns against the records.
things_near(_of) fill a caller's list, thing_of_kind walks a kind, things_count_of counts one, and
things_tick visits only the kinds that tick. thing_find answers the first-placed by uid.

Against a []Record scanned (M4 Pro): nearest 0.37 / 1.5 / 7.2 us at 10k / 100k / 1M (list 30 /
307 / 3075), by id 0.09 us at 100k (list 17), a move refiled in 11-44 ns. ecs_fuzz_test holds the
grid, the kind index and the record queries against a scan through 9000 random changes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-27 15:52:51 +03:00
parent e3813b1ea4
commit f802bdd3ec
23 changed files with 1367 additions and 125 deletions

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# ludic.base/ecs_table_remove.ludic - removing a row moves the last one into its place, so the
# rows stay dense; every index is told, and the slot's generation moves on
export function tb_remove<T>(tb: Table<T>, h: int) -> bool {
let r = tb_row(tb, h)
if r < 0 { return false }
for g in 0 .. len(tb.grids) { grid_unlink(tb.grids[g], r) }
for k in 0 .. len(tb.idx) { ix_unfile(tb.idx[k], r) }
let last = tb.n - 1
if r != last { tb_move(tb, last, r) }
tb_pop(tb)
let s = h & ECS_SLOT
tb.slot_row[s] = -1
tb.slot_gen[s] = (tb.slot_gen[s] + 1) & ECS_GEN
push(tb.free, s)
return true
}
function tb_move<T>(tb: Table<T>, from: int, to: int) -> void {
tb.rec[to] = tb.rec[from]
tb.ent[to] = tb.ent[from]
tb.added[to] = tb.added[from]
tb.changed[to] = tb.changed[from]
for c in 0 .. len(tb.f) { tb.f[c][to] = tb.f[c][from] }
for c in 0 .. len(tb.i) { tb.i[c][to] = tb.i[c][from] }
tb.slot_row[tb.ent[to] & ECS_SLOT] = to
for g in 0 .. len(tb.grids) { grid_moved(tb.grids[g], from, to) }
for k in 0 .. len(tb.idx) { ix_moved(tb.idx[k], from, to) }
}
function tb_pop<T>(tb: Table<T>) -> void {
List.pop(tb.rec)
List.pop(tb.ent)
List.pop(tb.added)
List.pop(tb.changed)
for c in 0 .. len(tb.f) { List.pop(tb.f[c]) }
for c in 0 .. len(tb.i) { List.pop(tb.i[c]) }
for g in 0 .. len(tb.grids) { grid_shrink(tb.grids[g]) }
for k in 0 .. len(tb.idx) { ix_shrink(tb.idx[k]) }
tb.n -= 1
}
# every row gone; the slots keep their generations, so an old handle still misses
export function tb_clear<T>(tb: Table<T>) -> void {
while tb.n > 0 { tb_remove(tb, tb.ent[tb.n - 1]) }
}