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 server13:02 - Optimized code vs easy to use code20:06 - Reactive vs Pure ECS25:45 - Benefits of data oriented design and caching32:13 - Unity job system37:14 - C# managed memory and blittable types42:54 - limitations you must follow when using Unity ECS and job system50:51 - Jay's tips for Unity ECS hybrid mode55:51 - Matt's thoughts on Super Smash Bros. Ultimate1:04:22 - Jay's thoughts on Marvel's Spider-Man1:13:47 - Matt recommends playing Total ChaosLinks
- Unity video about caching - great info about how caching works
Blittable types - if you want to actually know what blittable types areTotal Chaos - indie game Matt recommendsGame Maker's Toolkit Skill Trees video - referenced when talking about Spider-ManSpider-Man Animation Anaylysis - another Spider-Man video we referenced