Devlog 13: The Beat Goes On

After a brief, unwelcome hiatus, we are back to work on Project Rebirth and the Git repo that support it. Just recently, the ECS Infinite Axis Utility System, IAUS, received an update to the Alpha 0.5.1 as well as the creation of an experimental branch.

In Alpha 0.5.1 update, the DOTS Spawner Repo has be incorporated in to the project along with Scriptable Objects for Enemies and Squad using the IAUS system. This addition created a test scene for random squad patrolling using the default built-in NavMesh system. Using a stock Ryzen 7 1800x paired with AMD RX5700 XT, the testing scene running 600 drones at 1080p 120fps and 1500 drones at 1080p 45FPS. While there is still a large of amount of code to write for IAUS system, there is a need to work on system efficiency.

In the new experimental branch, we are testing 2 potential optimizations, Reactive components and Frequency Based Update Systems. The Reactive system goal is reduce and simplify code by have component that update the IAUS system when components are add/removed.2020-06-28 20_28_59-ECS IAUS sytstem - Microsoft Visual Studio

The basis for the Reactive System can be found here on the Unity Forum created by Forum user WAYN_Group.

The second system in production is a frequency phase system for DOTS. The goal is to spread out the entities update across a range of frame. Simply put instead updating 600 frames each frame the system will update 60 entities across 10 frames.

We will keep you updated on as these systems progress

 

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