# Archetype Graph

Note

This method of archetype storage is heavily inspired by Flecs' archetype graph. Their article goes into more detail on performance considerations and implementation.

Since our engine groups entities by archetypes, adding or removing components requires us to move entities from one archetype to another. To add/remove a component, remove the entity from its current archetype, find the right one to jump to, and add it to that archetype.

## A simple graph¶

Consider a graph where each node is an archetype and each edge represents a component addition. We build this graph by adding components A, B, C in order:

flowchart LR
1[Empty] -->|+A| 2[A];
2 -->|+B| 3[A, B];
3 -->|+C| 4[A, B, C];

A new entity gets added to the Empty archetype, then adding A leads us to archetype [A], adding B leads us to archetype [A, B], etc...

## Avoiding duplicates¶

However, if we are not careful about the order we add components in, we may end up with useless branches. For instance, adding C, B, A is identical to adding A, B, C; we should end up at the same archetype.

We can order components by their component id to avoid this problem. However, we don't usually add all our components at once, so we can't sort them ahead of time. Consider a new entity where we skip adding A, and add B instead. This is a valid operation and leads us to a unique arechetype:

flowchart LR
1[Empty] -->|+A| 2[A];
2 -->|+B| 3[A, B];
3 -->|+C| 4[A, B, C];
1 -->|+B| 5[B];

What connection should we make if this new entity later adds A? Clearly we want it to go to archetype [A, B], as its components are sorted correctly:

flowchart LR
1[Empty] -->|+A| 2[A];
2 -->|+B| 3[A, B];
3 -->|+C| 4[A, B, C];
1 -->|+B| 5[B];
5 -->|+A| 3;

Programmatically, to find the right archetype to jump to, we go all the way back to Empty and add all our components (including the new one) in order, then memorize the archetype we jumped to, so we get to it faster in the future.

Always going from the start and adding in order ensures we will reuse as many paths as we can, and that all archetypes are unique (pause and convince yourself why.)

### Removing components¶

We can easily support component removal by doing the same process, but removing a component from our list when traversing from Empty.

## Creating new archetypes¶

We can now safely integrate this system with one that creates new archetypes as needed, automatically building out the graph as we add new entities and components!

## Ups and downs¶

The archetype graph lets us very quickly figure out how to navigate across archetypes by caching transitions. The downside is that we end up with a trail of empty archetypes that we'll forever have to deal with, as well as more memory used per archetype to remember transitions.

However, this extra memory usage should generally be quite small compared to the actual data stored on entities: A bigger graph implies more data stored per entity.

In general, I've decided to treat the graph, and archetypes themselves as a caching layer. In some applications it may be worth writing a garbage collector, or perhaps something that puts archetypes to "sleep" for system iteration, but in a big application like a game, the graph should eventually reach a steady size as most game actions become seen and start to repeat.