Episodes

Thursday Jan 03, 2019
Unity ECS and Data Oriented Design
Thursday Jan 03, 2019
Thursday Jan 03, 2019
Jay and Matt take a deep dive into Unity's upcoming ECS and why its data oriented design is important.
Breakdown
- 2:06 - Personal experiences with mice and bats in the home
- 8:31 - Discord server
- 13:02 - Optimized code vs easy to use code
- 20:06 - Reactive vs Pure ECS
- 25:45 - Benefits of data oriented design and caching
- 32:13 - Unity job system
- 37:14 - C# managed memory and blittable types
- 42:54 - limitations you must follow when using Unity ECS and job system
- 50:51 - Jay's tips for Unity ECS hybrid mode
- 55:51 - Matt's thoughts on Super Smash Bros. Ultimate
- 1:04:22 - Jay's thoughts on Marvel's Spider-Man
- 1:13:47 - Matt recommends playing Total Chaos
Links
- Unity video about caching - great info about how caching works
- Blittable types - if you want to actually know what blittable types are
- Total Chaos - indie game Matt recommends
- Game Maker's Toolkit Skill Trees video - referenced when talking about Spider-Man
- Spider-Man Animation Anaylysis - another Spider-Man video we referenced
Version: 20230822
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