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BLAST - Performance Runtime Scripting in Unity (Bursted)

Discussion in 'Burst' started by Kobix, Aug 6, 2022.

  1. Kobix

    Kobix

    Joined:
    Jan 23, 2014
    Posts:
    126

    Disclaimer: THIS IS NOT MY WORK!

    Hello!

    I discovered some very cool project, and I don't think author has posted it on these forums yet. Just wanted to raise awareness.

    Basically, it is scripting language & engine, that runs in burst and is vectorized (via SIMD).
    It is very simple language and has limitations.

    I hope some of you may find it useful or maybe appreciate it for its niche. :p

    Links:

    Reddit (where author claims he got job and released it for free)
    GitHub Release: BLAST 1.0.4e - a ssmd script engine for unity : Unity3D (reddit.com)

    Reddit (where I saw it originally)
    Scripting with burst in unity with blast : Unity3D (reddit.com)

    Github Repo
    GitHub - nijnstein/Blast: Blast Script Engine

    Github Docs
    GitHub - nijnstein/BLAST-Documentation: https://blast-script.com/

    Asset Store (free at time of thread creation)
    BLAST - High performance runtime script interpretor, Burst and DOTS compatible | Visual Scripting | Unity Asset Store
     
  2. jasonboukheir3

    jasonboukheir3

    Joined:
    Apr 13, 2022
    Posts:
    95
    I wish they would explain what use cases this is preferred over using HPC and burst.
     
  3. Neto_Kokku

    Neto_Kokku

    Joined:
    Feb 15, 2018
    Posts:
    1,750
    The same advantages as any run-time scripting, I guess, like being able to test code changes without recompilation and domain reloading, mod support, and the possibility for hot reloading, but with a focus on SIMD/vectorization.

    Unreal's Niagara particle system work somewhat like this too: CPU particle systems are actually script bytecode running on a SIMD-based VM.
     
  4. sinaari

    sinaari

    Joined:
    Jan 28, 2019
    Posts:
    36
  5. sinaari

    sinaari

    Joined:
    Jan 28, 2019
    Posts:
    36
    Unfortunately the author did not update the package for quite a while, and did not follow up the roadmap that's outlined on the Asset Store page. So I have an impression that while BLAST is already quite usable -- the demos work fine, it now has only a fraction of its full capacity.

    There are issues in the BLAST Github repo, and they have funding goals, so probably it's now in that goal-oriented paymode, rather than having a price tag on the asset itself.

    I wish the author created a Discord server so that we could form some community and maybe see into funding the goals.