unity-deterministic-physics
EntityComponentSystemSamples
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unity-deterministic-physics | EntityComponentSystemSamples | |
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2 | 23 | |
454 | 6,821 | |
- | 3.7% | |
0.0 | 4.8 | |
2 months ago | 4 days ago | |
C# | C# | |
- | GNU General Public License v3.0 or later |
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unity-deterministic-physics
- I am delighted with the new technology of Photon Quantum Engine! We achieved this in a few months with a small team:
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Cross-platform deterministic physics with Unity DOTS physics and soft floats
Here it is: https://github.com/Kimbatt/unity-deterministic-physics
EntityComponentSystemSamples
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Added Physics to my enemies - Unity DOTS. Pretty happy with the result! Time to tweak
Sure. This is the repo. It contains more than Physics
- Has anyone here ever used the DOTS system in the wild? And how did that go?
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Compilation error after importing com.unity.entites.
(In general - I'd recommend looking at https://github.com/Unity-Technologies/EntityComponentSystemSamples and use their manifest.json as a base for your project)
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ECS Utility AI
heres some samples and reads from unity https://github.com/Unity-Technologies/EntityComponentSystemSamples
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I need a crash course on Unity dots
Check out the links here. The official ressources contain videos, text tutorials and examples.
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EntityQuery inside a burst compiled job?
The manual is a good starting point. There is also the scripting API for specific syntax, the dots samples by unity and the megacity sample by unity for a full project.
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How should I get player input when using ECS?
The ECS samples have both. I am using the new input system and it works. The gist is to have a systembase for the callbacks that sets singleton components for the gathered input. Then each system (base or isystem) can query those as normal components. New input system
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I learned how to use Unity DOTS and unlocked a new kind of pain.
DOTS comprises a number of new features in Unity. Dive into this GitHub as it’s got a number of great resources to get started.
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Edsger Dijkstra - math and memes
In Unity, the implementation was done by moving functions from the Entity to the Archetype, which then can be accessed via interfaces. Those interfaces can be inherited in classes. I have "running, waiting, scanning" behaviour classes that get applied to those Archetypes, so OOP is still there but different.
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Spawning multiple entities at once
If you have the same problem that I had. I found the solution from Unity's ECS Samples here the link: https://github.com/Unity-Technologies/EntityComponentSystemSamples it's in Advanced/EntityPrefab long story short you should use DynamicBuffer with struct that includes EntityPrefabReference and then you must load it via adding RequestEntityPrefabLoaded component and only then when we have PrefabLoadResult component we can spawn it.
What are some alternatives?
2DFPhysics - 2D fixed-point physics for Unity (WIP).
ecs-unityintegration - UnityEditor integration for LeoECS Entity Component System framework.
SoftFloat - An implementation of 32 bit floating point arithmetic in C#
SimpleSIMD - Easy to use SIMD accelerated Array and Span methods
Randomation-Vehicle-Physics - Vehicle physics system for the Unity engine.
unity_browser - Open source Unity3d web browser created by Vitaly Chashin https://bitbucket.org/vitaly_chashin/simpleunitybrowser
soft-float-starter-pack - Software implementation of floating point numbers and operations
libm - A port of MUSL's libm to Rust.
UniteAustinTechnicalPresentation
ai2thor - An open-source platform for Visual AI.
ecs-faq - Frequently asked questions about Entity Component Systems