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ECS Roadmap/Timeline?

Discussion in 'Entity Component System' started by FROS7, Mar 26, 2018.

  1. FROS7

    FROS7

    Joined:
    Apr 8, 2015
    Posts:
    26
    This might be a dumb question, but I couldn't find any official road map for this system. Am I missing something/ didn't look in the right place?
     
  2. Ziboo

    Ziboo

    Joined:
    Aug 30, 2011
    Posts:
    356
    Also very interested for roadmap.
    Especially for Reactive Systems. I'm trying to reproduce a small game with the ECS and it's really hard without ReactiveSystems.
     
  3. rastlin

    rastlin

    Joined:
    Jun 5, 2017
    Posts:
    127
    Component:
    Code (csharp):
    1.  
    2. struct ReactFlagComponent
    3. {
    4.     bool Trigger;
    5. }
    6.  
    System:
    Code (csharp):
    1.  
    2. reactComponets[id].Trigger = true;
    3.  
    ReactiveSystem:
    Code (csharp):
    1.  
    2. for (int i = 0; i < entitiesCount; i++)
    3.     if (reactComponets[i].Trigger)
    4.     {
    5.        //react
    6.        reactComponets[i].Trigger = false;
    7.     }
    8.  
    Above is just a pseudo-code.

    You have a reactive system, and don't need anything else. The ReactiveSystems is just a syntactic sugar on top of component system.
     
  4. Ziboo

    Ziboo

    Joined:
    Aug 30, 2011
    Posts:
    356
    Yep I did something similar. But it would be nice to have builtin:
    OnEntityChanged, OnEntityCreated, OnEntityDestroyed, OnComponenetDataChanged, OnComponenetDataAdded, OnComponenetDataDestroyed...
     
    leni8ec likes this.
  5. PhilSA

    PhilSA

    Joined:
    Jul 11, 2013
    Posts:
    1,926
    I'm especially interested on the ECSification/Jobification of 3D physics.

    I'd be interested in things like....
    • RigidbodyAccessArray
    • CapsuleCastJob
    • ComputePenetrationJob
    • OverlapSphereJob
    • etc....
    Although I guess all of this is more job system than ECS
     
    recursive and FROS7 like this.
  6. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Yea lets keep it clear so we have data oriented threads on forum ;)
     
  7. timmehhhhhhh

    timmehhhhhhh

    Joined:
    Sep 10, 2013
    Posts:
    157
    kokizzu likes this.
  8. Spy-Shifty

    Spy-Shifty

    Joined:
    May 5, 2011
    Posts:
    546
    An reacive System can be build in an similar way as my answer in this thread! Just by using FilterComponents which will be removed after handle the entity...