the biggest challenge with trying ecs for me is entity interactions. For stuff where systems iterate over large sets of components in singular way i find it easy to understand, but when needing to apply more advanced concepts that involves entities interacting with each other or players is when i struggle. Hoping to see something about this topic from you turbo!
I'm making a 3D zampire survivors like game and I'm using physics for the enemies as I went my player and other objects to add forces to the enemy etc, is it feasible to somehow apply DOTS to my project to help with the performance? I'm going to have around 400 enemies on screen with rigidbodies
DOTS makes almost everything in Unity more difficult. It sounds like you're not using DOTS? I would prove you have a performance problem using GameObjects before attempting a DOTS solution. 400 Rigidbodys is not inherently a problem.
Sounds like a fun game! It really depends on where your performance bottleneck is. If you are GPU bound, DOTS isn't going to improve rendering performance by much. If it is with Unity Physics, DOTS physics actually doesn't have a massive performance lift over Unity Physics. However if it is with your gameplay code and how you interface with the physics system you are using, DOTS will give you massive performance boosts here.
the biggest challenge with trying ecs for me is entity interactions. For stuff where systems iterate over large sets of components in singular way i find it easy to understand, but when needing to apply more advanced concepts that involves entities interacting with each other or players is when i struggle. Hoping to see something about this topic from you turbo!
would love to see more insight in the DOTS code and maybe adding multiplayer :D
@@stefan429 I will be sharing more of the code on my livestream this Friday 😊
I'm making a 3D zampire survivors like game and I'm using physics for the enemies as I went my player and other objects to add forces to the enemy etc, is it feasible to somehow apply DOTS to my project to help with the performance? I'm going to have around 400 enemies on screen with rigidbodies
DOTS makes almost everything in Unity more difficult. It sounds like you're not using DOTS? I would prove you have a performance problem using GameObjects before attempting a DOTS solution. 400 Rigidbodys is not inherently a problem.
Sounds like a fun game! It really depends on where your performance bottleneck is. If you are GPU bound, DOTS isn't going to improve rendering performance by much. If it is with Unity Physics, DOTS physics actually doesn't have a massive performance lift over Unity Physics. However if it is with your gameplay code and how you interface with the physics system you are using, DOTS will give you massive performance boosts here.
I am developing a similar game right now with the exact same COD Zombie Formular :D
Oh so cool! All the best with your project! And feel free to share your progress in our Discord community if you'd like tmg.dev/Discord