ECS survival guide - pitfalls when working with Entity Component System

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Marcel Arioli shares his experience when working with the new Entity Component System (ECS) pattern, which he gained when optimizing for a Unity Virtual Reality (90 FPS) application.

#Unity3D #ECS #DOTS #Meetup #VR #VirtualReality
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As a native English speaker, this presentation is extremely well worded. The way you explained many of the concepts in the video improved my understanding of ECS's tremendously. Thank you Marcel!

aaaaaa-oufc
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One of the most useful video I watch yet on the subject. Thank for the upload.

EloiTeaching
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Great talk, good to hear much of the elements I have recently learnt and am now playing with being described.

skippythemagnificent
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Doing some research on ECS. I wonder how the queries are handled in this system. Do we just keep lists of components that meet a specific criteria (s.a. entities that have have a health component)? We just modify these on add / removal and call iterate over them on each update? How does ECS handle queries under the hood? Also what is a big `NO NO` for cache misses? I guess we can't really avoid it in real projects can we?

chrisp
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I'm reaching out for help everywhere. If you can answer either of these questions, I could have an awesome game out: How do I capture an entity into a monobehavior variable: public Entity myEntity; ? OR If I have a single entity in a scene. How do I get a reference to that entity?

I want to change it's acceleration by monobehavior script. I have the entityManager, but no reference to the entity.

GoodNewsJim