Unity ECS and Data Oriented Design

January 3, 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

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