Unity at GDC - C# to Machine Code

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  • เผยแพร่เมื่อ 29 มิ.ย. 2024
  • March 23, 2:30 pm (San Francisco) - Get an overview of the performance initiatives underway at Unity and share a deeper look at the technology developed to transform high-level C# code to efficient machine code. Dive into examples and look at traditional C++ engine code and compiler output to compare with our approach. Gain a better understanding of how Unity is solving the problem of optimizing game code and the technology that we’ve built to enable our solution.
    Speaker:
    Andreas Fredriksson, Principal Engineer at Unity
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ความคิดเห็น • 24

  • @reyanroy1070
    @reyanroy1070 6 ปีที่แล้ว +29

    that's probably the best unity presentation ever..awesome... always wanted to know under the hood of unity code optimization...more this type of talk plzz

  • @bitesizedtech8095
    @bitesizedtech8095 2 ปีที่แล้ว +1

    One of the best presentation that I've seen till date. Thanks a lot for making this topic so palatable!

  • @Rennan24
    @Rennan24 6 ปีที่แล้ว +12

    I really like the direction that Unity is heading in now. Especially since Unity has had a bad track with performance for a long time... I'm looking at you UnityScript. Can't wait to mess around with this and see what performance gains can be had! 2018 seems like a really good year for Unity! 😊

    • @deusxyz
      @deusxyz 5 ปีที่แล้ว +3

      I just rewrote my voxel engine, and the performance for the new archtecture as well as using ECS, its about 20 times better!

  • @matejzajacik8496
    @matejzajacik8496 5 ปีที่แล้ว

    Another excellent Unity talk! I love the way they're going about things forward. Very well presented with lots of useful info.

  • @saniel2748
    @saniel2748 3 ปีที่แล้ว +3

    I love how programmers talk about compilers like they are living things on their own, so they don't "program" them, they "teach" them etc

  • @onerimeuse
    @onerimeuse 2 ปีที่แล้ว

    As a beginner programmer (day two over here) this is fascinating. It's so far over my head, and yet still mostly digestible. I can't wait air to come back to this in a few months and say to myself "oh, yeah, duh, all of this makes sense".

  • @aa-xn5hc
    @aa-xn5hc 2 ปีที่แล้ว

    Very impressive presentation

  • @themostamazingguy
    @themostamazingguy 6 ปีที่แล้ว +5

    I wanna be his guy when I grow up...

  • @BxBL85
    @BxBL85 5 ปีที่แล้ว +1

    IF he ever solve the Determinism problem, multiplatform networking included, he effectively rises Unity above Unreal and all other engines ever made. No game engine have ever solved that problem..

  • @danieljohns1318
    @danieljohns1318 4 ปีที่แล้ว

    What do I need to study/read to understand most everything he talks about ? (SIMD, AOS, etc etc)

  • @CariagaXIII
    @CariagaXIII 6 ปีที่แล้ว

    is this ready yet?

  • @WaqasAhmadVlogs
    @WaqasAhmadVlogs 6 ปีที่แล้ว +1

    What is ECS and native collections?

    • @shaggun
      @shaggun 6 ปีที่แล้ว +3

      ECS (Entity component system) is the pattern that you can use with Unity 2018 where everything is supposed to be an entity or a component, it basically separates data and logic, and by Native collections, I think they're talking about arrays, lists, dictionaries, queues, stacks etc

    • @WaqasAhmadVlogs
      @WaqasAhmadVlogs 6 ปีที่แล้ว +2

      yes, native collection gives control over the memory as it has no garbage collection and the developer has to allocate it and dispose it himself to make it work with job system. I like the direction Unity is taking.

  • @Gmania999
    @Gmania999 6 ปีที่แล้ว +1

    You need make a tool to translate all C# code into native, otherwise all scripts are easily disassemble into readable code =(

    • @naikrovek
      @naikrovek 6 ปีที่แล้ว +1

      They already do. It's called IL2CPP.

    • @Gmania999
      @Gmania999 6 ปีที่แล้ว

      At the moment, I found a tutorial - "IL2CPP for WebGL" IL2CPP for windows not working yet? if it works please share the link how to use it for windows build

    • @thomaskey7388
      @thomaskey7388 6 ปีที่แล้ว +3

      IL2CPP for standalone builds is in 2018.1, at least for Windows and Mac OS

  • @CanKarakuzulu
    @CanKarakuzulu 4 ปีที่แล้ว

    You really should integrate Rust or Rust like ownership into HPC#. That will take care of lots of problems too IMHO.

  • @FuZZbaLLbee
    @FuZZbaLLbee 6 ปีที่แล้ว +1

    So it will still be easier then writing optimized C++ code yourself

    • @neociber24
      @neociber24 6 ปีที่แล้ว +2

      That's something I was thinking, I appreciate the effort for bring us techniques and tools to write highly optimizated C# code but I think choose C++ over C# could be better for the engine.
      But well, I don't really know how could be if they implement C++, because the amount of speed you gain with all these techniques and tools is really high.

    • @FuZZbaLLbee
      @FuZZbaLLbee 6 ปีที่แล้ว +4

      Freddx L. Just to clarify, what I meant was that this automatically optimized C# code is probably easier to write than writing optimized C++ code myself.
      But I also agree that for someone who is proficient with C++ this might not make a difference.

    • @tetsuoiiii
      @tetsuoiiii 6 ปีที่แล้ว +1

      Yes, but lamers prefer C#