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Abandoning is not the intention of this thread. I'm just frustrated with the state of ecs and how it hasn't been communicated well with what's...
This is all exactly what I've been seeing, for new devs and experienced devs. The one thing I'd really like to add is my workflow makes it...
ending up using a simple workaround for now move packages from packagecache to the packages folder (unity auto finds ones in there as ones your...
build has to go through approval as well
Ran into this same issue but even worse with the number of assembly definitions we have. The only way to resolve it was either reference exactly...
you can just up the limit when creating the pipeline
Just thought I'd chime in for a second. Read your post back when I was playing around with ecs when you first posted it. Based on what I saw I...
Good info, I'll see if I have some time to work on that. Was looking at using off the shelf stuff for the moment. basically my users generate a...
Loving havok physics after playing around with it after your talk. was just wondering if soft body and cloth physics effects were coming down the...
In a game jam I did to learn ecs when I started I was able to easily port those systems over to my main game. since then I've built a large...
IComponentData
I haven't had time to write, currently in crunch for release, but thinking on it: Make a Agent/Net component that is the entire NN, use...
exactly, should be super easy to pull in just the data you need and store it in a way that makes it easy to find it again
Oh and as for the agent reference, you would just have a reference from the agent, to the output layers. Directly able to infer input from the...
After reading, that will be very easy to implement into ecs. Layers map to chunks (chunk contents are the input floats), per chunk shared values...
Since you've already got an idea of what your data might look like you just need to describe the loop of what you want to do, start to finish....
Fantastic research, thanks for posting what you guys figure out here. Helps a ton in understanding the job system.
Digging around in my compiler project today, I found the outputted file as a reference in the notes folder so here it is:...
ECS in UE4 test...
I dont have my old UE projects on hand but what I did back then to take a peek into blueprints, is make a simple one, go and enable blueprint...