mikegeig e3189a53 | 5 年前 | |
---|---|---|
DOTS_Pong | 5 年前 | |
.gitignore | 5 年前 | |
README.md | 5 年前 |
README.md
DOTS Pong
This project is a simple creation of the classic Pong game with a DOTS implementation. The focus was on simplicity and using the latest entities syntax (as of 2019.3 beta and Entities 0.3.0-preview.4). Movement and bouncing of the ball is handled with Unity DOTS Physics while inputs, paddle movement, and game logic are handled with systems.
What is the Unity Data Oriented Tech Stack?
We have been working on a new high performance multithreaded system, that will make it possible for games to fully utilise the multicore processors available today without heavy programming headache. The Data Oriented Tech Stack includes the following major systems:
- The Entity Component System provides a way to write performant code by default.
- The C# Job System provides a way to run your game code in parallel on multiple CPU cores
- The Burst compiler a new math-aware, backend compiler tuned to produce highly optimized machine code.
With these systems, Unity can produce highly optimised code for the particular capabilities of the platform you’re compiling for.
For more information about the Unity DOTS initiative, see Performance by Default on the Unity website.
Entity Component System
The Entity Component System offers a better approach to game design that allows you to concentrate on the actual problems you are solving: the data and behavior that make up your game. It leverages the C# Job System and Burst Compiler enabling you to take full advantage of today's multicore processors. Moving from object-oriented to data-oriented design makes it easier for you to reuse the code and easier for others to understand and work on it.
The Entity Component System ships as an experimental package that currently supports Unity 2018.3 and later. It is important to stress that the Entity Component System is not production ready.
C# Job System
The new C# Job System takes advantage of multiple cores in a safe and easy way. Easy, as it’s designed to open this approach up to user scripts and allows you to write safe, fast, jobified code while providing protection from some of the pitfalls of multi-threading such as race conditions.
The C# Job System is a built-in module included in Unity 2018.1+.
Burst
Burst is a new LLVM-based, math-aware backend compiler. It compiles C# jobs into highly-optimized machine code that takes advantage of the particular capabilities of the platform you’re compiling for. Burst is an experimental package that currently supports Unity 2018.4 and later.
Watch Joachim Ante present these systems at Unite Austin
Documentation
Looking for information on how to get started or have specific questions? Visit our ECS & Job system documentation.
Note that from the Unity Editor, you can access the documentation for any package from the Package Manager window.