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Comment by flohofwoe

It's Unity's (the game engine) new Entity-Component-System, the blog post is an answer to this presentation:

http://aras-p.info/texts/files/2018Academy%20-%20ECS-DoD.pdf

Unity's traditional entity system is suffering from a number of "OOP-isms" which make it hard/impossible to optimize for performance.

The new ECS strictly follows a Data-Oriented-Design approach, where everything is built around laying out the data in memory in a CPU-cache friendly way (and a few other things that neatly 'fall into place', like spreading work across CPU cores, a specialized 'high-performance' C# dialect, and the ability to move work from the CPU to the GPU).

The big question is how the traditional Unity audience will react, since the ECS programming model is quite a bit different from the old way, and it's no longer as simple to build a game from a jenga-tower of adhoc-hacks ;)

parent flohofwoe 8 years ago

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