Introduction: The Svelto.ECS methods designed to implement ECS based GUIs are simple and powerful, following the fundamental principles around the whole Svelto implementation. Their design doesn’t involve use of callbacks, as it relies on the power of Svelto.Tasks (but you can achieve similar results with other patterns like async/await) andRead More →

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 isRead More →

[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 dataRead More →

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 helpRead More →

note: Svelto.ECS is now production ready, so you can start to use it after finishing reading the articles. At this point, I can imagine someone wondering if I still recommend to use an IoC container. IoC containers are handy and are quite powerful with Unity Engine, but they are dangerous.Read More →

If it’s the first time you visit my blog, please don’t forget to read my main articles on the subject before to continue this post: http://www.sebaslab.com/ioc-container-for-unity3d-part-1/ http://www.sebaslab.com/ioc-container-for-unity3d-part-2/ It’s finally time to share the latest version of my Inversion of Control container, which I named Svelto IoC, which I will keep updatedRead More →