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 →

Note: this article is now outdated.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 →

[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 →