Latest ECS Activity
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…
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…
@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…
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…
@aressera Thank you! That sounds like the best solution. I will definitely try it. Thank you.
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…
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…
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…
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…
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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…
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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…