Introducing Svelto ECS 2.5

Svelto ECS so far… Svelto.ECS wasn’t born just from the needs of a large team, but also as result of years of reasoning behind software engineering applied to game development(*). Compared to Unity.ECS the main goals and reasons for Svelto.ECS to exist are different enough to justify its on going development (plus Svelto is platform agnostic so it has […]

Learning Svelto.ECS by Example: The Unity Survival Example

note: while most of the reasonings are still valid, the code listed in this article is obsolete and the example has now radically different code. Introduction Lately I have been discussing Svelto.ECS extensively with several, more or less experienced, programmers. I gathered a lot of feedback and took a lot of notes that I will […]

Learning Svelto.ECS by example – The Vanilla Example

It’s not simple to learn a new framework and even less shift code paradigm. This is why Svelto.ECS has been written with simplicity in mind. Even so, I realised that I ought to write more tutorials to clarify some simple concepts that are not straightforward to grasp at first. That’s why I thought to explain, step […]

How Svelto.ECS + Svelto.Task help writing Data Oriented, Cache Friendly, Multi-Threaded code

Note: this article assumes that the reader knows how to use Svelto.ECS and Svelto.Tasks although the findings are interesting regardless. Introduction New exciting features are coming to Svelto.ECS and Svelto.Tasks libraries. As I am currently focused on optimizing Robocraft for Xbox One, I added several functionalities that can help making our game faster. Therefore I […]