SPH in the Unity engine implemented in three different ways using MonoBehaviour, Entity-Component-System, and ComputeShader
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Updated
Jul 5, 2022 - C#
SPH in the Unity engine implemented in three different ways using MonoBehaviour, Entity-Component-System, and ComputeShader
An example using the core features of the Entity Component System (ECS), part of DOTS, for Unity, inspired by Roll-a-ball. This project utilizes the Unity Physics, Hybrid Renderer, and Entities packages.
Engine specific design patterns for Unity using Coroutines.
Serialization library for data-oriented design structures in JavaScript
Just a set of easy to use extensions mostly for Unity DOTS
Makes use of Unity's Physics API, and it's used to handle custom collision events in a more efficient way than Unity's default collision events.
Experimental Game Development
An example using the core features of the Entity Component System (ECS), part of DOTS, for Unity, inspired by Roll-a-ball. This project utilizes the Unity Physics, Hybrid Renderer, and Entities packages.
Port of a project from Unity GameObjects/MonoBehaviours to Unity DOTS. This project ports a simulation of Ants following pheromones to a food source
A simple demonstration for usage of DOTS framework in Unity.
An example Unity project for DOTS (including ECS) and performance metrics for different cases.
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