GECS Version
6.7
What happened?
While maintaining a minimal number of entities and components, and minimizing additions and deletions to them, along with keeping the system lightweight to ensure the project runs at a high frame rate, excess performance will increase the frame rate.
However, unlike the trigger-based activation of entities and components, the system's debugger operates by polling every frame. This leads to the high frame rate multiplied by the number of systems exceeding Godot's default message limit, thus congesting the debugger.
This process will lead to a significant increase in memory usage.
Steps to Reproduce
Simply create a certain number of systems and ensure they run at a high frame rate.
GECS Version
6.7
What happened?
While maintaining a minimal number of entities and components, and minimizing additions and deletions to them, along with keeping the system lightweight to ensure the project runs at a high frame rate, excess performance will increase the frame rate.
However, unlike the trigger-based activation of entities and components, the system's debugger operates by polling every frame. This leads to the high frame rate multiplied by the number of systems exceeding Godot's default message limit, thus congesting the debugger.
This process will lead to a significant increase in memory usage.
Steps to Reproduce
Simply create a certain number of systems and ensure they run at a high frame rate.