7.8 KiB
7.8 KiB
id, title, category, status, source_trust_level, verification_status, created_at, updated_at, tags, tech_stack, applied_in, aliases
| id | title | category | status | source_trust_level | verification_status | created_at | updated_at | tags | tech_stack | applied_in | aliases | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| game-loop-ecs | Game Loop / ECS — 매 frame / Entity-Component-System | Coding | draft | B | conceptual | 2026-05-09 | 2026-05-09 |
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Game Loop / ECS
Game = 매 frame update + render. Fixed timestep + interpolation. 큰 game = ECS (Entity-Component-System). data-oriented + cache-friendly.
📖 핵심 개념
- Frame: 16ms (60fps).
- Fixed timestep: physics 결정성.
- ECS: Entity (id) + Component (data) + System (logic).
- Data-oriented: cache locality.
💻 코드 패턴
기본 game loop
let last = performance.now();
function frame(now: number) {
const dt = (now - last) / 1000;
last = now;
update(dt);
render();
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
→ dt 가 frame 차이. 30fps 든 120fps 든 같은 속도.
Fixed timestep (physics)
const FIXED = 1 / 60;
let acc = 0;
let last = performance.now();
function frame(now: number) {
const dt = (now - last) / 1000;
last = now;
acc += dt;
while (acc >= FIXED) {
fixedUpdate(FIXED); // physics — 항상 같은 step
acc -= FIXED;
}
const alpha = acc / FIXED; // interpolation
render(alpha);
requestAnimationFrame(frame);
}
→ "Fix Your Timestep!" 패턴. multiplayer / replay 일관.
단순 entity 직접
class Player {
x = 0; y = 0; vx = 0; vy = 0;
hp = 100;
update(dt: number) {
this.x += this.vx * dt;
this.y += this.vy * dt;
}
render(ctx: CanvasRenderingContext2D) {
ctx.fillRect(this.x, this.y, 32, 32);
}
}
const player = new Player();
const enemies = [...]; // Enemy[]
function update(dt: number) {
player.update(dt);
for (const e of enemies) e.update(dt);
}
→ 작은 게임 OK. 100+ entity = ECS.
ECS — bitECS (TS, fast)
import { createWorld, addEntity, addComponent, defineComponent, defineQuery, defineSystem, Types, pipe } from 'bitecs';
const world = createWorld();
const Position = defineComponent({ x: Types.f32, y: Types.f32 });
const Velocity = defineComponent({ vx: Types.f32, vy: Types.f32 });
const Sprite = defineComponent({ texture: Types.ui8 });
// Entity 생성
const player = addEntity(world);
addComponent(world, Position, player);
addComponent(world, Velocity, player);
Position.x[player] = 100;
Position.y[player] = 100;
Velocity.vx[player] = 50;
// System — Position + Velocity 둘 다 가진 entity
const moveQuery = defineQuery([Position, Velocity]);
const moveSystem = defineSystem((world) => {
const ents = moveQuery(world);
for (const eid of ents) {
Position.x[eid] += Velocity.vx[eid] * world.dt;
Position.y[eid] += Velocity.vy[eid] * world.dt;
}
});
const renderQuery = defineQuery([Position, Sprite]);
const renderSystem = defineSystem((world) => {
for (const eid of renderQuery(world)) {
drawSprite(Sprite.texture[eid], Position.x[eid], Position.y[eid]);
}
});
const pipeline = pipe(moveSystem, renderSystem);
function frame(dt: number) {
world.dt = dt;
pipeline(world);
}
→ Component = SoA (Struct of Arrays). Cache-friendly.
Why ECS?
OOP class:
class Enemy { x, y, hp, ... }
- 상속 hierarchy 의 함정 (Enemy extends Character)
- 같은 class 의 instance = memory 분산
ECS:
Entity = id, Component = data only
- 어떤 component 조합도 가능
- Cache-friendly iteration
- System = pure function on data
Bevy (Rust ECS, web 가능)
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (movement, collision))
.run();
}
#[derive(Component)]
struct Velocity(Vec2);
fn movement(mut q: Query<(&mut Transform, &Velocity)>, time: Res<Time>) {
for (mut t, v) in &mut q {
t.translation += v.0.extend(0.0) * time.delta_seconds();
}
}
→ WASM 빌드 → web game.
Phaser (popular HTML5)
import Phaser from 'phaser';
class Scene extends Phaser.Scene {
preload() {
this.load.image('player', 'player.png');
}
create() {
this.player = this.physics.add.sprite(100, 100, 'player');
this.cursors = this.input.keyboard.createCursorKeys();
}
update() {
if (this.cursors.left.isDown) this.player.setVelocityX(-200);
else if (this.cursors.right.isDown) this.player.setVelocityX(200);
else this.player.setVelocityX(0);
}
}
const game = new Phaser.Game({
type: Phaser.AUTO,
width: 800, height: 600,
scene: Scene,
physics: { default: 'arcade' },
});
PixiJS (rendering, 강력 2D)
import { Application, Sprite, Assets } from 'pixi.js';
const app = new Application();
await app.init({ resizeTo: window });
document.body.appendChild(app.canvas);
const tex = await Assets.load('player.png');
const sprite = new Sprite(tex);
app.stage.addChild(sprite);
app.ticker.add((time) => {
sprite.x += time.deltaTime;
});
Collision (AABB)
function aabb(a: Rect, b: Rect): boolean {
return a.x < b.x + b.w &&
a.x + a.w > b.x &&
a.y < b.y + b.h &&
a.y + a.h > b.y;
}
// Quadtree 큰 게임
import RBush from 'rbush';
const tree = new RBush();
tree.load(items);
const collisions = tree.search(playerBox);
Audio
import { Howl } from 'howler';
const sfx = new Howl({ src: ['shoot.mp3'], volume: 0.5 });
sfx.play();
const music = new Howl({ src: ['bgm.mp3'], loop: true, volume: 0.3 });
music.play();
Input
const keys = new Set<string>();
window.addEventListener('keydown', e => keys.add(e.key));
window.addEventListener('keyup', e => keys.delete(e.key));
// 또는 gamepad
const gp = navigator.getGamepads()[0];
if (gp?.buttons[0].pressed) jump();
Networking (multiplayer)
// Authoritative server + client prediction + reconciliation
const ws = new WebSocket('wss://server/game');
let serverState = ...;
let predictedState = ...;
let inputs: Input[] = [];
function frame(dt: number) {
const input = readInput();
inputs.push(input);
predictedState = applyInput(predictedState, input, dt);
ws.send(JSON.stringify(input));
render(predictedState);
}
ws.onmessage = (msg) => {
const ack = JSON.parse(msg.data);
// Reconcile: server state + 이후 inputs 재적용
serverState = ack.state;
predictedState = serverState;
for (const i of inputs.slice(ack.lastInput + 1)) {
predictedState = applyInput(predictedState, i, FIXED);
}
};
Skia (canvas / native 2D, fast)
Flutter / RN Skia / 자체 — 모바일 게임 / 차트.
@shopify/react-native-skia.
60fps budget
Frame: 16.6ms
- Input: ~1ms
- Update: ~5ms
- Physics: ~3ms
- Render: ~5ms
- Idle: ~2ms
→ 어떤 system 가 budget 초과?
🤔 의사결정 기준
| 게임 종류 | 추천 |
|---|---|
| 작은 / casual | 직접 + Canvas / DOM |
| 큰 2D | Phaser / PixiJS |
| 큰 game / multiplayer | ECS (bitECS / Bevy) |
| 3D | Three.js / R3F / Bevy / Unity |
| Mobile native | Unity / Unreal / Godot |
| Cross-platform native | Bevy WASM + native target |
❌ 안티패턴
setIntervalfor game loop: drift / pause 문제. requestAnimationFrame.- No fixed timestep + physics: 다른 fps = 다른 결과.
- OOP 깊은 hierarchy: 변경 어려움. ECS or composition.
- Render in update: 분리.
- DOM nodes 큰 game: Canvas / WebGL.
- Memory allocation 매 frame: GC pause. pool / reuse.
- Audio 재생 매번 새 instance: pool.
🤖 LLM 활용 힌트
- Fixed timestep + interpolation 표준.
- ECS = 큰 게임의 답.
- Phaser / Pixi 가 빠른 시작.
- 60fps budget 기반 측정.