Introduction My Xmas gift to the Svelto Community this year was the complete rewrite of the Survival Svelto.ECS MiniExample. This example is used as a reference by all newcomers because it’s the simplest to digest for people who are not in the ECS mentality and still think in terms ofRead More →

Previously, in Svelto.ECS, it was possible to query entity components directly as a managed array, which would have resulted in the fastest way to iterate over the components in c#. Since Svelto.ECS 3.0 and because now the framework supports natively native memory as well, I decided to remove this possibilityRead More →

I had two interesting problems to solve during the development of Svelto.ECS, which in short are: Set an implemented property of a struct, but only when the struct implements a specific interface, from a generic method and without casting the struct to the interface Assign an object to a fieldRead More →

20/03/2023 update I wrote a new demo that doesn’t need to use GPUInstancer. Code is now available on github. Note that I also updated the code to use GraphicBuffers instead than ComputeBuffers. For the game I am currently developing, Gamecraft, we are using Svelto.ECS for the game logic, Unity ECSRead More →

A recent tweet asking about how to achieve zero allocation code in Unity inspired me to write a short piece about the importance of memory allocation in c# and game development. C# wasn’t initially designed for game development, but today, thanks to Unity, ECS and Burst, we can achieve greatRead More →

Note: this article is now outdated. The new version is found at: https://www.sebaslab.com/the-new-svelto-ecs-survival-mini-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 myRead More →

Note: this article is not maintained. The mini example Doofuses has a third and final iteration for a long time now and it is what all my new articles refer to when talking about this example. Iteration 3 enhances the code using Burst and Jobs. After finishing writing my previousRead More →

can Svelto.ECS be used with UnityECS? Is the Unity Job system really better than Svelto.Tasks? Let’s see it.Read More →

Svelto ECS 2.7 is out, let’s see what’s new: Exclusive Groups, new SwapEntityGroup and RemoveEntity and new Sequencer. Read 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 →