@@mbl8721 definitely on my list of tech to try out, but a big time sink for sure!
@PG13park Жыл бұрын
More VR focused stuff please!! DOTS has the potential to make VR so much better!
@DevDunkStudio Жыл бұрын
@@PG13park agreed! I have a VR interaction system in progress where you can bend and break all 3D meshes in real time. It uses the job system with burst, but not ECS (although it's probably compatible) Planned to be released September or October! kzbin.info/www/bejne/fYSZpIiQg5Z8a6M
@PG13park Жыл бұрын
@@DevDunkStudiowoah that sounds awesome. Can’t wait to see how it turns out. I am planing to use RayFire, but have not looked into the performance yet? I’m guessing it’s not great and an asset like what your talking about would actually help so much with the game I’m working on. Some examples I’m thinking of are pouring Liquid Metal into a mesh to forage weapons and tools. If you made almost liquid meshes and then could freeze the vertices after “the metal cools” that would be awesome. Also breaking stuff is just so awesome in VR and needs to be a part of every game.
@Tarodev Жыл бұрын
Nice introduction with a fun example 🔥🔥
@DevDunkStudio Жыл бұрын
Thanks!
@TREXYT Жыл бұрын
Nice, even if i find coding with job system hard, for now most easy part is converting vector3 to float3 🤣🤣🤣 i hope to learn more soon as possible
@DevDunkStudio Жыл бұрын
The basics are pretty simple indeed! Complexity grows with the complexity if your methods. If you have any questions feel free to ask on my discord
@RecOgMission4 ай бұрын
I just wanted to mention this is a really good video which shows the basics in a clear, understandable way. I've just implemented some stuff on Jobs, so I went through a bunch of learning to get there. This video was recommended to me, and I watched it to see whether I've missed something. I learned something from the final Advanced section, thanks!
@DevDunkStudio4 ай бұрын
@@RecOgMission Thank you! Glad I could learn you something even after you've already learned to use the joh system!
@ThorBonde Жыл бұрын
Very good video, please make more about unity dots and ecs!
@DevDunkStudio Жыл бұрын
Thanks! More to come in the future. Right now very busy with multiple projects that are going public this or next month
@ronjart Жыл бұрын
Great tutorial!
@DevDunkStudio Жыл бұрын
Thanks a lot!
@kameliajamaati96626 ай бұрын
Thank you so much , It was very useful.
@DevDunkStudio6 ай бұрын
Glad to hear
@div1558 Жыл бұрын
I never new about this, thanks for this video
@DevDunkStudio Жыл бұрын
You're welcome!
@ProjProd Жыл бұрын
This is cool ! Good job !
@DevDunkStudio Жыл бұрын
Thanks!
@DevGods Жыл бұрын
This feels like it could be a foundation for a dynamic LOD & Clustering system similar to nanite. Attach a job to the camera that grabs all of the meshes in view tagged somehow. Then depending on their distance from the camera reduce the verts. Of course you want a way to maintain the silhouette so possibly that’s vertex colors on the hard edges to mask them off. But I’m just shooting in the dark here
@DevDunkStudio Жыл бұрын
Correct, especially when combined with compute shaders. That's what nano tech is doing (looks to be a great tool)
@DevGods Жыл бұрын
@@DevDunkStudio I wonder when that’s going to get published. I haven’t seen much on compute shaders this is the second time I’m seeing them mentioned. Might be worth a look
@DevDunkStudio Жыл бұрын
@@DevGods compute shaders is basically running parallel code super fast on the GPU. High end features on HDRP and Unreal 5 use this a lot to make their features, as it's incredibly performant.
@PG13park Жыл бұрын
Awesome video thank you so much
@DevDunkStudio Жыл бұрын
Glad you like it :P
@heman922 Жыл бұрын
Plz do a video about how to use rigidbody in dots ❤️
@DevDunkStudio Жыл бұрын
I'm going to work on a full dots project the next few months. From what I know, if you simply make a mesh with rigidbody and put it in the entities subscene it should 'just work'
@你困啦对啊5 ай бұрын
谢谢分享
@zulteonka10 күн бұрын
thank u 🤠
@DevDunkStudio9 күн бұрын
@@zulteonka you're very welcome!
@maxfun6797 Жыл бұрын
Difficult example
@DavidZobristGames Жыл бұрын
also not the best one, mesh deformations you should best do on the gpu through a shader, if its only the visual side of the mesh. Just for the reason that it could mislead some watchers to do such stuff like this instead over the gpu is confusing.
@DevDunkStudio Жыл бұрын
To add to this, my current project is using CPU mesh deformation for easier developer integration for a Unity Asset (and the GPU for standalone VR is the bottleneck, making this faster than running a lot of calculations on GPU, but that's something else). This also is the reason why I chose mesh deformation, as I knew this would show a big performance increase. For most projects mesh deformation indeed is faster on the GPU indeed. I hope this still teaches some people on how to work with jobs and burst 😁
@DavidZobristGames Жыл бұрын
@@DevDunkStudio alright makes sense, yeah i need to watch it maybe x2 - x3 times to let it sink in. Still got that resistance against the ecs stuff..
@DevDunkStudio Жыл бұрын
@@DavidZobristGames fair enough, it took me a while to get used to multithreaded code. ECS is a beast I am fighting in my free time, but it's very different than regular coding