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# Classic C# Threads for [DragonECS](https://github.com/DCFApixels/DragonECS)
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Support for processing entities in multiple threads, based on classic C# threads implementation. Inspired by a similar extension for [LeoEcs Lite](https://github.com/Leopotam/ecslite-threads). > [!WARNING] > The project is a work in progress, API may change. > > The most current version of the README is in [Russian version](https://github.com/DCFApixels/DragonECS-ClassicThreads/blob/main/README-RU.md).
# Installation Versioning semantics - [Open](https://gist.github.com/DCFApixels/e53281d4628b19fe5278f3e77a7da9e8#file-dcfapixels_versioning_ru-md) ## Environment Requirements: + Dependency: [DragonECS](https://github.com/DCFApixels/DragonECS) + Minimum version of C# 7.3; Optional: + Support for NativeAOT + Game engines with C#: Unity, Godot, MonoGame, etc. Tested with: + **Unity:** Minimum version 2020.1.0; ## Unity Installation * ### Unity Package The package can be installed as a Unity package by adding the Git URL [in the PackageManager](https://docs.unity3d.com/2023.2/Documentation/Manual/upm-ui-giturl.html) or manually adding it to `Packages/manifest.json`: ``` https://github.com/DCFApixels/DragonECS-ClassicThreads.git ``` * ### Source Code The package can also be added to the project as source code.
# Parallel iteration ``` csharp EcsThreadHandler _handler; public void Run(EcsPipeline pipeline) { // Getting the Aspect and entities for iteration. var group = _world.Where(out Aspect a); void Handler(ReadOnlySpan entities) { foreach (var e in entities) { // Computations in a separate thread. a.poses.Get(e).position += a.velocities.Read(e).value * _time.DeltaTime; } } // Starts parallel iteration over entities, // entities will be split into parts with a minimum size of 1000. group.IterateParallel(_handler ??= Handler, 1000); } ``` > The smaller the minimum size of the group part when dividing, the more threads can be utilized. In some situations, too many threads can negatively impact performance. > Inside the handler, creating/deleting entities, adding/removing components on entities is prohibited. Only modification of data within components is allowed.