--!optimize 2 --!native local ReplicatedStorage = game:GetService("ReplicatedStorage") local jecs = require(ReplicatedStorage.Lib:Clone()) local chrono = require(ReplicatedStorage.chronoecs:Clone()) local ecs = jecs.world() local ccs = chrono.new() local D1 = ecs:component() local D2 = ecs:component() local D3 = ecs:component() local D4 = ecs:component() local D5 = ecs:component() local D6 = ecs:component() local D7 = ecs:component() local D8 = ecs:component() local E1 = ccs:component() local E2 = ccs:component() local E3 = ccs:component() local E4 = ccs:component() local E5 = ccs:component() local E6 = ccs:component() local E7 = ccs:component() local E8 = ccs:component() local d_components = {} local e_components = {} for i = 1, 150 do ecs:component() ccs:component() end local function flip() return math.random() >= 0.5 end local N = 2 ^ 16 - 2 for i = 1, N do local entity = ecs:entity() local m = ccs:entity() if flip() then ecs:set(entity, D1, true) ccs:add(m, E1) ccs:set(m, E1, true) end if flip() then ecs:set(entity, D2, true) ccs:add(m, E2) ccs:set(m, E2, true) end if flip() then ecs:set(entity, D3, true) ccs:add(m, E3) ccs:set(m, E3, true) end if flip() then ecs:set(entity, D4, true) ccs:add(m, E4) ccs:set(m, E4, true) end if flip() then ecs:set(entity, D5, true) ccs:add(m, E4) ccs:set(m, E5, true) end if flip() then ecs:set(entity, D6, true) ccs:add(m, E6) ccs:set(m, E6, true) end if flip() then ecs:set(entity, D7, true) ccs:add(m, E7) ccs:set(m, E7, true) end if flip() then ccs:add(m, E8) ecs:set(entity, D8, true) ccs:set(m, E8, true) end end return { ParameterGenerator = function() return end, Functions = { -- Matter = function() -- for entityId, firstComponent in newWorld:query(A2, A4, A6, A8) do -- end -- end, -- ECR = function() -- for entityId, firstComponent in registry2:view(B2, B4, B6, B8) do -- end -- end, -- chrono = function() for entityId, firstComponent in ccs:view(E2, E4, E6, E8) do end end, Jecs = function() for entityId, firstComponent in ecs:query(D2, D4, D6, D8) do end end, }, }