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Latest ECS Activity

This thread was off-topic in the Game Design and Theory forum. What is Game Design? This thread is now in the Engines and Middleware forum. (Note that another mod or admin might disagree with my choice and move it to yet another forum.) @scruthut  I'm not a programmer, so I cannot offer any us…

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Karatakos said:
I perhaps have not been clear enough, but the approach I’m taking is quite common, i.e. Quake 3 state snapshots.

The approach WAS quite common in the late 90's 25 years ago, yes. It was also an era when 4 players was hard and 16 players was extreme and AAA, and a “high bandwidth” conn…

7,466 views

I second Juliean,
To me the meshdata isn't an actual game data, it is just an asset like a texture of some sorts. It should then be loaded, stored and destroyed only by the associated library. Graphically-wise (just made that up) your components are just here to keep track of what's happing in the s…

5,589 views

@hplus0603 @frob  Hey there! 

I just went through both of your messages. There's obviously precious insight in both, but I believe I will have to iterate on the implementation to consolidate my understanding. I imagine I could question or challenge some aspects, but that'd require a hindsi…

9,269 views

just for some closure, upon further research i found that a true ECS isn't really feasible in unreal engine without extensive modification of source of code - though in my case I was only looking at these different programming structures for benefit of maintainability. Low-level optimizations isn't…

7,242 views
Unity Visual Effect Graph - How to use the Point Cache Property Binder Component
Unity Visual Effect Graph Instancing – Property Binder Component: Point Cache Unity’s Visual Effect Graph system can be a powerful tool

But if you plan to use it for spawning a large number of effects at the same time, performance quickly becomes an issue.

Say, for instance, you want to use Visual E…

19,319 views
Unity DOTS Life Tutorial entities 0.4.0 preview.10: updated to entities 0.8.0 Preview.8

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This tutorial covers Conway's game of life in Unity 21019.3.0f3 with entities 0.4.0 preview.10 . Checked against 2019.3.5f1 & Entities 0.8.0 Preview.8 on March 13, 2020. Packages used are shown here Note: platforms are not the latest. it is only 0.2.1 preview 4 because Enti…

15,162 views
AntHillPlan
January 29, 2020 07:05 AM
Unity DOTS ECS Ecology simulations

In this series of posts I will be testing architectures and algorithms for ECS simulation. Particular those related to procedural generation and worlds with a large number interacting agents. I think about the simulations controlling things like a sim city style game or ecological simulation as opp…

6,866 views
Unity DOTS Life Tutorial entities 0.4.0 preview.10 #6 ECS unit testing : Update Entities 0.8.0

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This tutorial covers writing unit tests for ECS. This is a practical tutorial on the process not an essay on what to test. If you read nothing else read the IMPORT: box below on pressing apply.

Checked against 2019.3.5f1 & Entities 0.8.0 Preview.8 on March 13, 2020. Pack…

12,475 views
Unity DOTS Life Tutorial Ent 0.4.0 #5 SharedComponentData & Chunk Components: Update to Ent 0.8.0

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This tutorial covers SharedDataComponent & Chunk Components. This will be an attempted speed optimization by reducing the number of calls to render GameObject by having each GameObject cover a 2x2 square of cells. It will show usage of SharedCompon…

18,841 views
Unity DOTS Life Tutorial entities 0.4.0 #3 CommandBuffers, Tags & [UpdateAfter()]: update Ent 0.8.0

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This tutorial covers using CommandBuffers, Tags and WithAll() to reduce the number of entities processed in some steps. Also using [UpdateAfter()] and [UpdateInGroup()] to set the systems updating order.

Build tested on entities 0.4.0 preview.10 . Check…

14,449 views
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