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Building big entities or separate worlds with linked entities?

Discussion in 'Entity Component System' started by Arowx, May 9, 2019.

  1. Arowx

    Arowx

    Joined:
    Nov 12, 2009
    Posts:
    8,194
    OK this is hypothetical sort of but if you build a game world then there elements/entities in your world that could be created incrementally step by step with different systems building them up over time.

    Imagine an entity that starts out as a procedural generated position then is built up to include rendering/collision or more complex data components by different systems.

    This seems like a very sub-optimal approach to DOTS as the data would be changing size over time.

    However if you could setup entities that have staged or templated data sets DOTS could ensure that data is allocated on instantiation and save massively on memory copies and collection migrations as the entities are built up.

    Is this a valid issue in DOTS or is it solved or immaterial due to high bandwidth data migration strategies in DOTS?