Really appreciate that! You inspired me to make this youtube channel (even to move to Portugal 😄hello from Madeira)
@JacksonAcademy1Ай бұрын
Coding in Unity GameObjects: 😎 Coding in Unity Entities: 💀
@VisualDecomplicatorАй бұрын
Do you mean deadly efficient? Or coding in Unity Entities like cracking-your-brains? 😄
@JacksonAcademy1Ай бұрын
@@VisualDecomplicator Yeah cracking your brains, It's like re-learning C# because the methods are so complicated. But it's worth it with performance.
@surplusking2425Ай бұрын
@@JacksonAcademy1 Rather use Godot C++ or Unreal than those overly-complicated ECS crap.
@SiegfriedTheCatfishАй бұрын
@@JacksonAcademy1 Depends on the Project.People act like this is now the only way often, which it isnt.Thousands of bigs games are made without it, its only worth for hypercasual mobile games where you actually need to update 10000 of objects
@JacksonAcademy1Ай бұрын
@@SiegfriedTheCatfish I agree! also If you're making a hypercasual game, most likely you won't even have 10000s of objects.
@anon_y_mousseАй бұрын
Minecraft, but all the blocks are alive. Every time you "harvest" a block, it could squirt blood and make a tiny scream. Nothing stays where you put it because all the blocks move.
@TorlyX09Ай бұрын
Very interesting demonstration, I've been doing similar benchmarks for a game I'm working on and the results are just as chocking !! The main issue I had with this kind of testing is that rendering starts to have a noticable impact on performance over 100k cubes and I found that the improvements are easier to compare when looking at the execution time of the systems instead of the fps.
@reessimmons2159Ай бұрын
Great video! So clearly shows the performance impacts in a way that is meaningful to developers.
@gunnarthoreson2280Ай бұрын
Very cool, its great to see the comparison visually. Also nice to have the code here to play around with it. I would suggest to also at a license to the repo, like for example MIT. Looking forward to your upcoming videos, keep it up man ✌
@thenoxer9841Ай бұрын
This was actually really interesting
@svendpaiАй бұрын
great demonstration!
@TrentSterlingАй бұрын
Well dang, looks like its time to switch to ECS
@dertobbe1176Ай бұрын
1 million is crazy
@regys9521Ай бұрын
Insane!!!
@GazziFXАй бұрын
You can optimize your GO code to perform same as ECS, just code same systems with structs
@mehmeh8883Ай бұрын
Interesting, just replace stuff with struts?
@martingrof168524 күн бұрын
Yes dude just use structs, thats all ecs and cpu optimization is. lol
@martingrof168524 күн бұрын
@@mehmeh8883 No lol
@GazziFX24 күн бұрын
@@martingrof1685 there was a coding video with performance comparison on youtube, but cant find it
@DanielKierkegaardAndersenАй бұрын
On systems you btw only need to add it to the OnCreate, OnUpdate etc. methods as they are 6 Special methods in systems that allow burst without being static methods. Aka, you do not need the system itself to have burstcompile. The only case where burst goes on a struct is on jobs :D
@VisualDecomplicatorАй бұрын
You are right, thanx
@DanielKierkegaardAndersenАй бұрын
@@VisualDecomplicator I hope so, I did implement that part of the feature lol xD
@v_e_l_dАй бұрын
Issue is that you've used vertical synchronization, which is not good for framerate benchmarks. You should remove it next time.
@fleityАй бұрын
I mean yes in this laboratory level example obviously ecs is far superior. It's kind of an ideal scenario for it. The question is when do people need that many similar behaving objects. I see great potential in ecs for rendering and transforms in general but for gameplay logic.. Its only rarely as useful as shown here (might still be better than GO, granted but more complex too)
@YeyMuffinsYeyАй бұрын
Purely on project scalability wise I'd take ECS even if it had worse performance. You can add systems on top of another and the de-coupled architecture really pay dividends in the early-mid to long term
@martingrof168524 күн бұрын
Any game with multiple npcs or objects? lmfao
@RogueixpresentsАй бұрын
great but whats the ram/cpu usage, these counts also have impact on the ram/cpu no? what are there? :O
@nand3kudasaiАй бұрын
nice comparison, but too synthetic. the logic on each object is really simple. the amount of things also very limited. they don't even have collision. if you want perf you could have implemented the same with a particle system.