Project 5: Entity Component System (ECS) with SOA
A data-oriented Entity Component System using Odin’s
#soaattribute, demonstrating cache-friendly game architecture with systems that process components efficiently.
Quick Reference
| Attribute | Value |
|---|---|
| Primary Language | Odin |
| Alternative Languages | C++, Rust |
| Difficulty | Level 3: Advanced |
| Time Estimate | 2 weeks |
| Knowledge Area | Game Architecture / Data-Oriented Design |
| Tooling | Custom implementation with #soa |
| Prerequisites | Project 4 (Game with Raylib), understanding of data locality |
What You Will Build
A data-oriented Entity Component System using Odin’s #soa attribute, demonstrating cache-friendly game architecture with systems that process components efficiently.
Why It Matters
This project builds core skills that appear repeatedly in real-world systems and tooling.
Core Challenges
- Understanding AoS vs SoA trade-offs → maps to cache-friendly design
- Using #soa with slices and dynamic arrays → maps to Odin’s SOA support
- Designing component queries → maps to bit_sets for component masks
- Efficient iteration patterns → maps to data-oriented thinking
Key Concepts
- SOA in Odin: Odin Overview - SOA
- Data-Oriented Design: “Data-Oriented Design” by Richard Fabian
- ECS Architecture: “Game Programming Patterns” Ch. 14
- Cache Performance: “Computer Systems: A Programmer’s Perspective” Ch. 6
Real-World Outcome
$ odin run ecs_demo
ECS Demo - 100,000 Entities
---------------------------
Memory Layout Comparison:
AoS (Array of Structs): Components interleaved
SoA (Struct of Arrays): Components contiguous
Entity struct size: 64 bytes
AoS total: 6.4 MB
SoA total: 6.4 MB (same, but layout differs)
System: MovementSystem (Position + Velocity)
Entities with components: 100,000
AoS iteration: 12.3 ms
SoA iteration: 2.1 ms ← 5.8x faster!
System: RenderSystem (Position + Sprite)
Entities with components: 85,000
AoS iteration: 15.7 ms
SoA iteration: 3.2 ms ← 4.9x faster!
System: PhysicsSystem (Position + Velocity + Collider)
Entities with components: 50,000
AoS iteration: 8.4 ms
SoA iteration: 1.8 ms ← 4.7x faster!
Why SoA is faster:
- CPU loads entire cache lines (64 bytes)
- SoA: 16 positions loaded per cache line
- AoS: Only 1 entity per cache line (other data wasted)
Running visual demo with 10,000 entities...
[Window opens showing thousands of moving/colliding entities]
Implementation Guide
- Reproduce the simplest happy-path scenario.
- Build the smallest working version of the core feature.
- Add input validation and error handling.
- Add instrumentation/logging to confirm behavior.
- Refactor into clean modules with tests.
Milestones
- Milestone 1: Minimal working program that runs end-to-end.
- Milestone 2: Correct outputs for typical inputs.
- Milestone 3: Robust handling of edge cases.
- Milestone 4: Clean structure and documented usage.
Validation Checklist
- Output matches the real-world outcome example
- Handles invalid inputs safely
- Provides clear errors and exit codes
- Repeatable results across runs
References
- Main guide:
LEARN_ODIN_PROGRAMMING_LANGUAGE.md - “Data-Oriented Design” by Richard Fabian