Working through a lot of your videos, I hope you do return with more videos in the future. They are very well put together. And thank you for making them.
I think you are kinda wrong about "on scene load,all GameObjects in 'subscenes' converted to entities", gameobjects are converted only one time when subscene is "saved" to disk, when subscene is loaded it loads already converted gameobjects🤔
Hey Brian, I have been following your channel for 7 years. I remember that you used to have a video about how you write and make your videos. I am thinking about starting an edu youtube channel for children and would like to take some pointers from your video. Is there a chance of seeing this video up again? Would be greatly appreciated!
Hello, I have seen your videos about OS, C and Shell stuff today and I am glad you are still around. You are one of couple channels that I am not speeding up the videos of. With every single word of it, your videos are very informative. I like the fundamental building blocks of computers and its hard to get into there as a beginner. Thanks for the content.
Not sure if that applies to you but I know all these comments wanting more videos can cause a little pressure from my own experience. It was best for me to focus on what gave me the most joy or seemed most helpful for my own well-being. Thanks for your videos!
Excellent job with these DOTS videos Brian! Extremely helpful. I'm currently researching how to control custom worlds, communicate between then, and an event system (NativeStream seems promising at first glance). Do you intend to cover these topics in the near future?
Cool videos on your channel - pls more unity-dots-ecs related content(unity physics, way we deal with cameras and especially UI(not sure if this is possible right now), child parent relations, getting data from other entities while iterating different ones(which is the fastest way to do that), how to non-uniform scale objects but not thru related component(can we do that like we do with prefabs in classic unity - simply thru editor?) and shared component data - how to use it inside job code) For shared component data : why cannot we use - directly - at least read only data inside jobs(if possible how and which is the fastest way to do that?). Also although in early stage - can u cover unity dots ecs networking?
You mention multiple worlds can be useful for networking, in what way? I'm working on a networking system now and considering porting parts of it to ECS and this made me curious
If you think of a world as a separate level you can simultaneously have one player in one world/level and the other players in another world. Similarly you can have two simulations taking part at the same coordinates, but since they're in different worlds they will not react with each other.
@@peppej sure, just have a feeling this isn't what Brian meant in this case. I was assuming something more along the lines of "it can help with Delta compression because x" or "it's useful for prediction because y" or something like that. Being able to have players in same position without interacting seems more easily solved by just running multiple server instances
Hi Brian, I watched your system call tutorials which are excellent! But codeschool website is deprecated, is there a full version of this series and if so where can I buy them, thanks a lot!
how does this compare to oop or dop is this a new way of coding what does someone not understanding anything have to think when compared to other ways of coding?
The dotes and ECS is wip I by wait to go out of prview in the order to test I hope if that happens to by esyer to understand because I understand nathing for the ECS logic and top off the need more Lines for the same code Personally i want my game to have grate performance but I want to understand the code logic this thing is very complicated especially solo developers the make meny think for own