Unity ECS and Data Oriented Design

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Exploding Rabbit Podcast

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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