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.
Port of a project from Unity GameObjects/MonoBehaviours to Unity DOTS. This project ports a simulation of Ants following pheromones to a food source
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.
A simple demonstration for usage of DOTS framework in Unity.
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