Entity Component System
How to use the Entity Component System!
This page is unfinished, but made accessible because there may be useful content or links in the Notes section.
Notes
- Official Unity Manual - Entity Component System
- Entity Component System in Depth
- Everything about ISharedComponentData
- DOTS: How to break away from OOP mindset?
- Trying to understand ECS? Do I really need this?
- GoCS - Intro: OOP vs ECS in Unity
- Unity Blog - On DOTS: Entity Component System
- Table Relationships
- Getting Started with the Job System in Unity 2019
- Data-Oriented Design - Or Why You Might Be Shooting Yourself in The Foot With OOP
- Data-oriented design is more than just performance
- DOTS Visual Scripting Experimental Drop 8 - Comment
- Replicating Polymorphism in ECS
- Game Object Conversion and SubScene - Feb 2020
- Events in Unity ECS
- Entity-component-system - ECS - back and forth
- TodoMVC implemented using a game architecture - ECS
- What is data oriented design?
- Adventures in data-oriented design
- Tips on writing code for Data-Oriented Design
- Principles of Data Oriented Programming - Yehonathan Sharvit
- Should types have methods in data oriented design?
- Why Vanilla ECS Is Not Enough
- ECS back and forth - Part 1
- Pitfalls of Object Oriented Programming, Revisited - Tony Albrecht - TGC 2017
- Unity Forum - Archetecture of ECS, parallel table processing
- Follow up comment by author
- Components == columns
- Entity == row/id
- Archetype == table of unique combinations of columns
- Chunk == subset of rows
- World == database(?)
- ForEach == SELECT … FROM (all tables)