--!optimize 2 --!native local ReplicatedStorage = game:GetService("ReplicatedStorage") local rgb = require(ReplicatedStorage.rgb) local Matter = require(ReplicatedStorage.DevPackages["_Index"]["matter-ecs_matter@0.8.1"].matter) local ecr = require(ReplicatedStorage.DevPackages["_Index"]["centau_ecr@0.8.0"].ecr) local newWorld = Matter.World.new() local jecs = require(ReplicatedStorage.Lib) local mirror = require(ReplicatedStorage.mirror) local mcs = mirror.World.new() local ecs = jecs.World.new() local A1 = Matter.component() local A2 = Matter.component() local A3 = Matter.component() local A4 = Matter.component() local A5 = Matter.component() local A6 = Matter.component() local A7 = Matter.component() local A8 = Matter.component() local B1 = ecr.component() local B2 = ecr.component() local B3 = ecr.component() local B4 = ecr.component() local B5 = ecr.component() local B6 = ecr.component() local B7 = ecr.component() local B8 = ecr.component() 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 = mcs:entity() local E2 = mcs:entity() local E3 = mcs:entity() local E4 = mcs:entity() local E5 = mcs:entity() local E6 = mcs:entity() local E7 = mcs:entity() local E8 = mcs:entity() local registry2 = ecr.registry() local function flip() return math.random() >= 0.15 end local common = 0 local N = 2^16-2 local archetypes = {} local hm = 0 for i = 1, N do local id = registry2.create() local combination = "" local n = newWorld:spawn() local entity = ecs:entity() local m = mcs:entity() if flip() then combination ..= "B" registry2:set(id, B2, {value = true}) ecs:set(entity, D2, { value = true}) mcs:set(m, E2, { value = 2}) newWorld:insert(n, A2({value = true})) end if flip() then combination ..= "C" registry2:set(id, B3, {value = true}) ecs:set(entity, D3, { value = true}) mcs:set(m, E3, { value = 2}) newWorld:insert(n, A3({value = true})) end if flip() then combination ..= "D" registry2:set(id, B4, {value = true}) ecs:set(entity, D4, { value = true}) mcs:set(m, E4, { value = 2}) newWorld:insert(n, A4({value = true})) end if flip() then combination ..= "E" registry2:set(id, B5, {value = true}) ecs:set(entity, D5, { value = true}) mcs:set(m, E5, { value = 2}) newWorld:insert(n, A5({value = true})) end if flip() then combination ..= "F" registry2:set(id, B6, {value = true}) ecs:set(entity, D6, { value = true}) mcs:set(m, E6, { value = 2}) newWorld:insert(n, A6({value = true})) end if flip() then combination ..= "G" registry2:set(id, B7, {value = true}) ecs:set(entity, D7, { value = true}) mcs:set(m, E7, { value = 2}) newWorld:insert(n, A7({value = true})) end if flip() then combination ..= "H" registry2:set(id, B8, {value = true}) newWorld:insert(n, A8({value = true})) ecs:set(entity, D8, { value = true}) mcs:set(m, E8, { value = 2}) end if #combination == 7 then combination = "A" .. combination common += 1 registry2:set(id, B1, {value = true}) ecs:set(entity, D1, { value = true}) newWorld:insert(n, A1({value = true})) mcs:set(m, E1, { value = 2}) end if combination:find("BCDF") then if not archetypes[combination] then print(combination) end hm += 1 end archetypes[combination] = true end print("TEST", hm) local white = rgb.white local yellow = rgb.yellow local gray = rgb.gray local green = rgb.green local WALL = gray(" │ ") local numberOfArchetypes = 0 for _ in archetypes do numberOfArchetypes += 1 end print(common) print( "N entities "..yellow(N) ..WALL .."with common components: " ..yellow(tostring(common).."/"..tostring(N)).." " ..yellow("("..string.format("%.2f", (common / (2^16 - 2)* 100)).."%)") ..WALL ..yellow("Total Archetypes: "..numberOfArchetypes) ) return { ParameterGenerator = function() return end, Functions = { Matter = function() for entityId, firstComponent in newWorld:query(A1, A2, A3, A4) do end end, ECR = function() for entityId, firstComponent in registry2:view(B1, B2, B3, B3) do end end, Jecs = function() for entityId, firstComponent in ecs:query(D1, D2, D3, D4) do end end, }, }