ECS Unity3D prototype (2018)
Platforms: Windows Client technology(s): Unity3D, C# Frameworks used: Entitas My role(s): Developer Description: Prototype of project with Entity Component System (ECS) architecture, based on Entitas framework.
Entitas allows creating ECS architecture, while original Unity3D approach is - "component-oriented".
I don't like the Unity3D approach with attaching code to GameObjects and I haven't found a good solution of how to organize such code, so it wouldn't look in the end as a mess.
Entitas, on the other hand, overcomplicate simple tasks, but on a long-distance, I believe ECS is a good solution.
Originally, I planned to make application for solving math expressions, but due to lack time it has never been finished.
So, right now this is a draft of architecture which can be used for new projects.
Main contribution to the project: - Created project architecture, which is based on documentation (which isn't up to date) and few simple project examples.
The complexity of this was mainly in the lack of quality information about ECS state machine implementation and how to scale ECS projects.
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