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Question by goldendonut · Jul 24, 2021 at 02:21 AM · dotsbuffer

when using Dynamic Buffers(ECS), How can you add two variables

Hello,I have been trying to write an inventory system with Dynamic Buffers with ECS. I want to know if it is more performant to have 150 items(all with an id) as the InternalBufferCapacity or have 8 as the InternalBufferCapacity with an id and an amount. 8 as the InternalBufferCapacity would mean you need two integers in the buffer. Can You Even do that? Here is my Dynamic Buffer

 [InternalBufferCapacity(150)]
 [GenerateAuthoringComponent]
 public struct InventoryBufferData : IBufferElementData
 {
     int id;
 }
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Answer by andrew-lukasik · Jul 24, 2021 at 02:22 PM

 [InternalBufferCapacity(150)]
 public struct InventoryBufferData : IBufferElementData
 {
     public int ID;
 }

will allocate 600B / Entity:

{int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int,int}


 [InternalBufferCapacity(8)]
 public struct InventoryBufferData : IBufferElementData
 {
     public int ID;
     public uint Amount;
 }

will allocate 64B / Entity

{int,uint,int,uint,int,uint,int,uint,int,uint,int,uint,int,uint,int,uint}


Lower memory footprint won't correlate with increased performance necessarily, but it is a very reasonable default until more factors is known.


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Answer by goldendonut · Jul 27, 2021 at 09:21 AM

well, what if I used an IcomponentData instead and had 4 slots with an id and an amount and did it that way instead.

 [GenerateAuthoringComponent]
 public struct InventoryData : IComponentData
 {
     public int Id1;
     public int Amount1;
 
     public int Id2;
     public int Amount2;
 
     public int Id3;
     public int Amount3;
 }
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avatar image andrew-lukasik · Jul 27, 2021 at 12:06 PM 0
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I don't think it's good to $$anonymous$$max this before gameplay requirements are more apparent. Consider this good-enough for now, keep it simple and move forward. Wait until you know how many items in what structure your game needs first - and optimize it then.

You can always re-arrange your data for performance later on. This is one of the advantages of Dots over OOP.

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