Learning Svelto.ECS by Example: The Unity Survival Example

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 be using as starting point for my next articles where I will talk more about the theory and good practices. Just to give a little […]

Learning Svelto Tasks by example: The million points on multiple CPU cores example [now with Unity Jobs System comparison]

[11/03/2018] : added Unity Jobs System version and updated timings. Please check at the end of the article. With my previous article on Svelto.Tasks and multi-threaded cache friendly code, I failed to show visually the power of Svelto.Tasks because I didn’t know how to upload a huge amount of data to the GPU without stalling […]

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. Hence I […]

Inversion of Control with Unity3D – part 2

In my previous article, I briefly introduced the problems related to inject dependencies using the Unity 3D Framework. I did not give an in depth explanation because only those who understood the problem by themselves, can really understand why a solution is needed. Contrarily you may think that all this theory is irrelevant as long as “things get done”…well […]

Inversion of Control with Unity – part 1

Unity is a good game development tool and honestly I like most of its features. However the code framework is awkward to use on big projects where code maintainability is of fundamental importance.  As you may have guessed, the following considerations in this article do not apply to simple projects or projects developed by one or two coders. For […]