Unity at GDC - Evolving Unity

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  • เผยแพร่เมื่อ 29 มี.ค. 2018
  • March 23, 9:00 am (San Francisco) - Unity's CTO and Co-Founder, Joachim Ante shares the principles behind evolving Unity from a GameObject engine to be Entity Component System (ECS), and the benefits it will bring to developers.
    Speakers:
    Joachim Ante, CTO and Co-Founder at Unity
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ความคิดเห็น • 26

  • @ChadCarter
    @ChadCarter 6 ปีที่แล้ว +36

    Always enjoy hearing Joachim. The direction that Unity is going with the modular approach is really fantastic.
    Burst + ECS + Job System = Pure Awesomeness!

    • @tatoforever
      @tatoforever 6 ปีที่แล้ว

      Plus SRP too! ;)

    • @47Mortuus
      @47Mortuus 4 ปีที่แล้ว

      @@tatoforever I agree, SRP is probably even a better example.
      Unity used to be a rather limited and sealed-off toolset. Now look at SRP alone... So good!

  • @JustinHeasman
    @JustinHeasman 6 ปีที่แล้ว +14

    Same here I really enjoy Joachim's presentations and for a techy person he is a real funny guy and easy to listen to :)

  • @WillTesler
    @WillTesler 6 ปีที่แล้ว +4

    I'm a simple man - when I see there is a talk by Joachim, I watch it.

  • @martins4746
    @martins4746 6 ปีที่แล้ว +6

    Could listen to this guy all day!

  • @matejzajacik8496
    @matejzajacik8496 5 ปีที่แล้ว +3

    Unity is going in the right direction with all this! Can't wait for it to be production-ready. Good job, Joachim, and others!

  • @Waffle4569
    @Waffle4569 6 ปีที่แล้ว +8

    This is definitely the right direction for unity to take.

  • @lavaslice
    @lavaslice 6 ปีที่แล้ว +4

    i just tried the new burst compiler, very impressive, 20x performance compared to my old version of a gravity simulaton using the native c# threads, good work guys!

    • @reaktorleak89
      @reaktorleak89 5 ปีที่แล้ว

      How was the process of converting your code over to ECS?

  • @tatoforever
    @tatoforever 5 ปีที่แล้ว +1

    "Because why not!?" - Joachim Ante :)

  • @Norritt42
    @Norritt42 5 ปีที่แล้ว

    What a tuff crowd. Are they asleep, why is no one shearing him on. This is what makes making cool games so much easier. KISS for developers is the best. :)

  • @Gedagnors
    @Gedagnors 6 ปีที่แล้ว +2

    I thought it's Ultra Spiritual video!)))))

  • @Imperfectlink.
    @Imperfectlink. 6 ปีที่แล้ว +3

    Good talk. The camera man is killing me though. Just zoom out a touch to frame the movement for crying out loud.

  • @andrewzuo86
    @andrewzuo86 5 ปีที่แล้ว

    That 9ms for instantiation is nice but its assuming you already have a copy of the thing you're instantiating in memory.

  • @47Mortuus
    @47Mortuus 4 ปีที่แล้ว +3

    "Nobody get's up in the morning to write spawning pools"
    But everyone likes to create NativeArrays of size 1 all day, right? Every programming paradigm has some requirements to fulfill if you want to code in that way. If you want to write a LOT of code, OOP is probably for you. If you care about performance, DOD is the right choice. But everything has a drawback.

  • @noonoox12
    @noonoox12 6 ปีที่แล้ว

    I love hearing about these talks, and look forward to using this system, but I can't help but notice that Unity.Entities does not even exist in the 2018.1 update!

    • @Bunji2k6
      @Bunji2k6 6 ปีที่แล้ว +1

      It's in preview in the Package Manager. Start Unity 2018.1 -> Window -> Package Manager -> All -> Entities

  • @sibbyeskie
    @sibbyeskie 6 ปีที่แล้ว

    Sounds good. But I think it's a bit confusing using the "Entity" moniker when there's a well-established data management framework in C# with the same name.

    • @DmitryKozlovtsev
      @DmitryKozlovtsev 6 ปีที่แล้ว +1

      ECS was established well before C# came into existance

  • @joepeters8746
    @joepeters8746 2 ปีที่แล้ว

    And after 3 years passed ECS isn't even in the preview packages anymore. ECS is still unusable for serious projects bc so much important details aren't explained anywhere well enough.

  • @romanb6894
    @romanb6894 6 ปีที่แล้ว +5

    Such a quiet audience! Why do they never clap? Imho several of his statements were applaudable...

    • @reaktorleak89
      @reaktorleak89 5 ปีที่แล้ว +2

      When an audience is in total shock, there's no clapping.

  • @BxBL85
    @BxBL85 5 ปีที่แล้ว +2

    Eventually this "Monobehavior" ecosystem is going to be deprecated once everybody learn to use this ECS stuff. Hiring Mike to build this scripting system pretty much saved Unity's future...
    But you have a looong way until you change the mindset of all average Unity "scripter" and have them all drop off the Monobehavior culture you've built, so good luck with that :)