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Unity ECS and Data Oriented Design

Unity ECS and Data Oriented Design

Released Thursday, 3rd January 2019
Good episode? Give it some love!
Unity ECS and Data Oriented Design

Unity ECS and Data Oriented Design

Unity ECS and Data Oriented Design

Unity ECS and Data Oriented Design

Thursday, 3rd January 2019
Good episode? Give it some love!
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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 server
  • 13:02 - Optimized code vs easy to use code
  • 20:06 - Reactive vs Pure ECS
  • 25:45 - Benefits of data oriented design and caching
  • 32:13 - Unity job system
  • 37:14 - C# managed memory and blittable types
  • 42:54 - limitations you must follow when using Unity ECS and job system
  • 50:51 - Jay's tips for Unity ECS hybrid mode
  • 55:51 - Matt's thoughts on Super Smash Bros. Ultimate
  • 1:04:22 - Jay's thoughts on Marvel's Spider-Man
  • 1:13:47 - Matt recommends playing Total Chaos

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