DevLog 14: The Joys and Woes of Being a Solo Dev

After completion of the transition from ComponentSytsem and JobComponentSystem in the ECS IAUS and adopting a reactive tag system, there has been a major bump in performance. SystemBase allows for usage a Schedule Parallel and reduces the amount of the boilerplate. The amount of boilerplate code required after removal of IJobForEach and transitions to Entities.ForEach Lambda operator was one of my big complaints. I originally avoid transition to IJobChunk due to the fear of unity later abandoning them as well. Its seems those fear are possible unfounded as Entities.ForEach Lambda operator jobs are compiled to IJobChunks at build.

Based on the performance increase I am seeing from SystemBase and Reactive Tag System, I have decided to wait on the work on a Frequency Phasing System for DOTS ECS. This decision was driven by my 2000 AI agent test hitting 60FPS with Ryzen 7 1800x down cored to 2 core on a single CCX running at 4.1 ghz Tubro. So we are merging the changes into the main branch and pressing on.

Unfortunately, I need to step away from the AI system in order to advance the rest of the project. We are at the point of write game specific AI state like Attack, use skill, and use item. To implement this state, I need to focus on create the systems that use them. This is one of the pains of Solo Game Game Dev. So if you are following the Github page, you will see a couple of new repo for Inventory and Skill system using DOTS.

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