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Re:Basic Concepts in Unity for Software Engineers by khalilravanna on Sunday October 11, 2020 @11:04PM (#24751052)
Next time I jump into game dev I definitely want to try Unity. Last time I wrote my own engine pretty much from scratch on top of Pixi.js and while I learned a huge amount, there were a lot of “lessons learned” that I gained manually (or didn’t gain) that Unity has baked in from the start.

One thing that’s interesting to me about Unity is AFAIK it bakes the Entity Component System pattern into its core. Any good guides or resources on this?

I found Robert Nystrom’s excellent book a good resource for this (http://gameprogrammingpatterns.com/component.html) and even wrote my own post on the concept to help crystallize my understanding (http://ripplega.me/development/ecs-ez/). I’m interested to see if there’s a good authoritative Unity-specific post on the topic.

Re:Basic Concepts in Unity for Software Engineers by Eyas on Sunday October 11, 2020 @11:06PM (#24751063)
Real DOD-style ECS is being baked into the core of the "new way" of programming Unity, but a lot of that is in preview packages. Much of how Unity is used today actually involves very little ECS.

See https://unity.com/dots

Re:Basic Concepts in Unity for Software Engineers by anchpop on Monday October 12, 2020 @01:25AM (#24751636)
Unfortunately they've been quiet about when we can expect the new features to start being ready for testing - there was no news about DOTS in the new 2020 point release for instance
Re:Basic Concepts in Unity for Software Engineers by raxxorrax on Monday October 12, 2020 @06:26AM (#24753033)
It is not dogmatically following any patterns, but looking at some modding tools of Bethesda games is interesting for how game data as entities or forms in this case is structured. Battle tested model for extendibility and you already have real game data to get examples.

Don't know how close these patterns would fit Unity, but I would suspect a large overlap.