gecs-performance

Installation
SKILL.md

GECS Performance & Optimization in Godot 4.3+

Maximize simulation throughput in GECS v9. Because GDScript runs on a dynamic bytecode VM with function call overhead (~0.6 µs per call), high-performance ECS in Godot relies on archetype SoA column arrays, query caching, and entity pooling.

Addon: GECS · version v9 · Godot 4.3+ · MIT
Related skills: gecs-systems for SoA iterate(), gecs-queries for query speed tiers.


1. The GDScript Ceiling & Architecture

In native C/C++ ECS engines (like FLECS), millions of entities can be updated per frame. In GDScript, the engine overhead is bound by Variant dispatch (~1.5–3 µs per entity/system):

Scale Entity Count Performance Target Recommended Strategy
Small 100–500 60+ FPS Any standard pattern
Medium 500–2,000 60 FPS Use iterate(), avoid get_component() in loops
Large 2,000–10,000 60 FPS Entity pooling, change detection .changed(), batch cmd
Massive 10,000+ 30–60 FPS Throttle system tick rates, split heavy logic into C# / GDExtension
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