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
[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
Note: this is a seriously outdated article. Some concepts may be still valid, other totally misleading. Be sure you put all the pieces together reading all the articles and give more importance to the latest ones. It’s not simple to learn a new framework and even less shift code paradigm.
This an introductory post to Svelto.ECS 2.0. Other two posts will follow, one explaining the examples line by line and another explaining all the Svelto.ECS concepts in a simpler fashion than before. Therefore this article is written for who already knows Svelto.ECS. Svelto.ECS 2.0 is (at the time of writing
Note: this is an on-going article and is updated with the new features introduced over the time. In this article I will introduce a better way to run coroutines using the Svelto.Tasks TaskRunner. I will also show how to run coroutine between threads, easily and safely. You can finally exploit