Unity ECS (Entity Component System) - 1 of 2

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  • čas přidán 29. 06. 2024

Komentáře • 15

  • @hailongwang7549
    @hailongwang7549 Před 4 lety +3

    This is the best explanation of uinty ecs I ever seen. Thanks a lot !

  • @OmarChida
    @OmarChida Před 4 lety +2

    Yesterday was working on my own ECS. And was thinking how to engineer this I had the same idea as what they did in unity.
    Thanks Brian you made it crystal clear and inspired me of what to do with my custom ecs.

  • @spiral9316
    @spiral9316 Před 4 lety +2

    Thanks to you i was able to really implement my first systems!! Omg the way of coding it's so easy and convenient!
    I had an out of combat health regeneration and Mana regeneration system in like a few minutes!!!
    Ressdead based on timer,aoe skills querying for destructibles meeting criteria it's so easy, really cool!

  • @DetectivePoofPoof
    @DetectivePoofPoof Před 4 lety +1

    Great stuff! Saving this for later reference.

  • @DrTheRich
    @DrTheRich Před 2 lety +2

    It all falls into place now. The game engine of Age of Mythology, that I used to mod, is build with an ECS. 20 years ago.. it's data structures matches this exactly..

  • @aaronwinter7911
    @aaronwinter7911 Před rokem

    I'd love to hear a more general opinion on ECS in game development from you! :)
    Personally, I think ECS is massively undervalued. It has the potential to change how we build games entirely.
    Less because of the performance benefits, but the impacts it has on scalability, maintainability and flexibility.

  • @Bjarkediedrage
    @Bjarkediedrage Před 4 lety

    Perfect! Thank you!

  • @rickyhelgesson
    @rickyhelgesson Před 4 lety +1

    Thank you for a great overview of ECS. There's a tiny error at 13:07, where you accidentally say that "we are responsible to dispose of this chunk when we no longer need it".

  • @Hanokei
    @Hanokei Před 4 lety

    Thank you.

  • @moeman1984
    @moeman1984 Před 3 lety

    This essentially means that component types are not contiguous in memory. So when you have your renderer iterate through all the Renderable components, or say 'Position', it doesn't iterate a contiguous block of memory. I've been learning Entt ECS, and this is an important part of its architecture. Apparently it's important to avoid cache misses, but I've seen other ECSs and they don't keep components contiguously, so I dunno.

  • @hoseinabdl3263
    @hoseinabdl3263 Před 4 lety

    thanks man

  • @MaxPicAxe
    @MaxPicAxe Před 4 lety +1

    Do you purposely upload out of order? xD

    • @briantwill
      @briantwill  Před 4 lety +3

      Multiple videos scheduled to go public at the same time get presented in the channel in indeterminate order.

  • @claudespeed13579
    @claudespeed13579 Před 4 lety +2

    What happened to codeschool(dot)org?

    • @briantwill
      @briantwill  Před 4 lety +1

      I abandoned the domain. Wasn't much on it anyways except a list of videos. A similar list is now at brianwill.github.io