As someone who also makes Unity YT tutorials, I have to say your tutorial and information is always brilliant. Very very interesting, I appreciate you taking the time to share your knowledge :)
more of this :) it seams ECS will have big changes / expansions in 2019.1 where jobs are ready for production so yeah, spam us with job system please. hehe
Already trying 2019.1 α, no big change for now. Maybe later, before the β, but i'm not expecting ECS to be ready for production before at best october/ november 2019
Hi Great Videos !!! On the other hand Since I am interested in making VR projects with Oculus Go and Quest( without any PC or device, the biggest problem to build VR for these devices are the Performance but I am not sure if ECS is VR ready , for it, What do you think about this topic? Is ECS programming a good option for VR developing ? Thanks for your help !!!
I'm making a minecraft clone with a chunk size of 16 by 16 by 50 This results in the execution of the same code 12800 times for each chunk to generate and causes massive lag spikes when moving through the world. To prepare the chunk for generating, the first time it does anything, it execute a height function 12800 times voxel data in an int[ , , ], this only happens when the chunk is first created. And then again 12800 calls generating the chunks mesh which you see. To improve performance, I then check all 6 surrounding blocks, including those in the neighboring chunks to set a bool[ ] of 6 to then generate each face. For the face I loop over 4 vertices to generate it and then over 6 vertices for the UVs. This code has to run every time that something changes in the voxel data My VisionRadius is an int which I set to 10 by default It then generates a number n like this: n = VisionRadius * 2 + 1; Then I loop over the the values i and j VisionRadius times and generate a chunk at the position (n-i, 0, n-j) In the end this runs 121 times. I try to minimize this step as much as possible, so that it only happens when I move but in the beginning it generates 121 chunks which each call the code that runs 12800 times. This is a massive problem because it's about placing blocks and exploring the game world, but placing blocks causes lag spikes, so I will try to make this happen in a seperate thread to make movement and looking around possible while the crappy code updates 5 chunks doing 12800 looped actions of code each. So yeah, i might want to push somthing off the main thread