Every once in a while, a new technology, an old problem, and a big idea turn into an innovation.
– Dean Kamen
Here is more of my Unity game development portfolio.
With Unity’s Data-Oriented Technology Stack (DOTS), you take full advantage of today’s multicore processors with high-performance multithreaded workflows. Your code is faster and more reusable.
- Job System – Runs multithreaded code efficiently
- Entity Component System (ECS) – Data-oriented, performant code by default
- Burst Compiler – Produces highly optimized native code
The Unity Physics integration represents the default physics system in Unity for DOTS-based projects. It is backed by DOTS physics solver and written using the C# DOTS framework. The Physics system philosophy has more details.
By using a stateless design and not leveraging caching, it will simplify the complexity of Unity Physics.
Unity DOTS expert Johnny Thompson joins Samuel Asher Rivello to talk about a hybrid approach to using DOTS Unity features together with Non-DOTS Unity features.
In this presentation deck, we go deep into many areas of Unity DOTS.
► DOTS Diagram
► Burst Compiler / Jobs
► Who Is This For?
► Hybrid Approach
► Game Architectures
Recognizing the redefinition of Unity as a platform through Unity DOTS, I have been learning how DOTS can improve my development services.
Please contact me to discuss any remote, contract opportunities that may be a good fit.