Hey everyone! I hope you all had a great Thanksgiving! I’ve had a crazy busy last 2 weeks.
I’m preparing to announce some good news for you all regarding the game, no it’s not a release date, but it is a very big step. Stay tuned for more on that topic.
I have been deep in code a lot recently, so to take a small break of code, I modeled and textured this cigar today.
I also have spent some time learning DOTS, data orientated tech stack, Unity’s Entity Component System (ECS). At it’s heart, ECS is a programming pattern to follow when writing code to help ensure high performance. It improves performance by switching the normal programming process from caring about interactions to caring about relationships of data. This allows you to have MANY of something exist at a time. I have some screenshots below, in these you will see 100,000 spheres, in engine, they are in fact moving and spinning.
And finally here, we have some cubes in ECS with physics and colliders falling out of the sky.
I have also been spending some time working on improving my coding abilities. Not only is this a learning experience in ECS, but also in unit testing, and my first time making use of Odin Inspector. My goal of learning these 3 skills is to speed up and improve my dev process on Polaris. I am also evaluating if ECS would be a good pattern for me to adopt to Polaris. More on that soon after I learn a bit more.