From a9372664de91834cd788556b4aed28d0525d5fff Mon Sep 17 00:00:00 2001 From: Rodolfo Barcelli Jo Date: Fri, 23 Jan 2026 13:04:07 +0800 Subject: [PATCH] Update README --- README.md | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index 86bea45..74f8400 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,10 @@ # Barcelli Entity-Component-System (BECS) -This is an header only library implementing a Entity-Component-System in C89 using memory arenas. You can look at tests/main.c for an example of an implementation. This is an educational library, done in my free time. If you are interested in improving the design of this ECS, feel free to submit a pull request. +This is an header only library implementing a Entity-Component-System in C89 using memory arenas. You can look at tests/main.c for an example of an implementation. This is an educational library, done in my free time. If you are interested in improving the design of this ECS, feel free to submit a pull request. I am by no means an expert and ECS design, this was just a fun problem solving exercise. + +## Demo (Particle System) + +>[!TODO] Add Video ## Instructions on Usage @@ -24,3 +28,6 @@ int main(void) ``` ## Systems + +When writing systems try to write them such that you operate on the dense array of the individual components. Take a look at the implementation in example 1 for more detail. (Example 1's implementation lags at high particle counts due to my quick and shoddy writing of the render code. If you comment out the RenderSystem call in the loop, the ECS can handle 100000 entities being simulated at the same time with no issues) +