just finished my ECS system in C and it turns out it's ~17x faster than @unity DOTS on the web
that's 100k boids at ~90 FPS instead of 17 FPS
sharing the code and link for this demo soon, details below 🧵
Jan 8, 2026 · 5:21 PM UTC
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specs:
- Windows 10 64-bit
- Chrome (force-high-performance-gpu enabled)
- CPU: AMD Ryzen 7 5800H (8 cores / 16 threads)
- GPU: NVIDIA GeForce RTX 3060 Laptop GPU
- RAM: 32 GB
100k boids simulating, PBR lighting, around 31M triangles drawn per frame
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implementation is as close to 1-1 as possible to @unity EntitiesSamples repository.
WebGPU *and* wasm threads are also enabled for Unity, both are release builds with aggressive optimization flags.
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note that the FPS difference is about ~5x, this is because the demo is GPU bound.
the ECS simulation runs at ~430 FPS on my engine, vs ~22 FPS for @unity.
time is measured equally on both demos by sampling how long the ECS World takes to update.
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my ECS implementation was heavily inspired by flecs, but I included a code generation pass to prevent error prone code like the one you see below
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