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v0.0.43
Release Notes - v0.0.43
ECS Performance & Ergonomics Update
🚀 Performance Optimizations
Query Performance - 55-67% faster in query-heavy workloads
- 8x loop unrolling with write cursor pattern
- 10k entities, 100 queries: 10.41ms → 4.66ms
Component Operations - Up to 12% faster updates
- Fast paths for single and dual-field updates (covers 90% of use cases)
- Loop unrolling for 2/3/4-field components
- Zero allocation for common update patterns
Math Operations - 2-3% improvement
- Inlined
Math.max/Math.minin hot paths - Eliminated function call overhead
✨ New Features
EntityHandle Fluent API
Chainable interface with minimal overhead for better code ergonomics:
const player = world.entity(world.spawn())
.add(Transform, { x: 0, y: 0, rotation: 0 })
.add(Health, { current: 100, max: 100 })
.update(Transform, { x: 10 });Performance characteristics:
- 7.8% average overhead (within JIT variance)
- 37.6% faster entity creation due to JIT optimization
- Zero-cost abstraction in production with warmed JIT
📊 Production Benchmarks
Results averaged across 5 runs using bun test --rerun-each=5:
| Entities | Avg Frame | Std Dev | FPS | 60fps Budget | 30fps Budget |
|---|---|---|---|---|---|
| 500 | 0.62ms | ±0.15ms | 1,623 | ✅ 3.7% | ✅ 1.8% |
| 1,000 | 0.96ms | ±0.09ms | 1,037 | ✅ 5.8% | ✅ 2.9% |
| 5,000 | 4.91ms | ±0.24ms | 204 | ✅ 29.5% | ✅ 14.7% |
| 10,000 | 9.54ms | ±0.10ms | 105 | ✅ 57.2% | ✅ 28.6% |
| 25,000 | 23.55ms | ±0.24ms | 42 | ❌ 141.3% | ✅ 70.7% |
| 50,000 | 46.55ms | ±0.71ms | 21 | ❌ 279.3% |
Key takeaways:
- ✅ 10k entities fits comfortably in 60 FPS budget (57% utilization)
- ✅ 25k entities achieves stable 30 FPS (70% utilization)
- Low standard deviations indicate stable, predictable performance
Memory Scaling
Perfect linear scaling at 24 bytes/entity (TypedArray-based storage):
- Transform: 12 bytes (x, y, rotation: f32)
- Health: 4 bytes (current, max: u16)
- Overhead: 8 bytes (bitmask + index)
🔧 Testing & Validation
- Added memory scaling benchmark proving O(n) memory complexity
- Added EntityHandle vs Raw API comparison benchmark
- All benchmarks use
--rerun-eachfor statistical accuracy - 49 passing tests with comprehensive performance validation
📚 Documentation
- Updated README with averaged benchmark results (5 runs)
- Added EntityHandle API documentation with usage examples
- Documented all optimization techniques applied
- Clear methodology notes for reproducible benchmarks
Migration Guide
No breaking changes. The new EntityHandle API is opt-in:
// Old way (still works)
const id = world.spawn();
world.add(id, Transform, { x: 0, y: 0, rotation: 0 });
// New way (recommended for better ergonomics)
const entity = world.entity(world.spawn())
.add(Transform, { x: 0, y: 0, rotation: 0 });
// Mix both freely
world.add(entity.id, Health, { current: 100, max: 100 });The optimizations are automatic and require no code changes.