4 ms·
https://docs.unrealengine.com/en-US/ProgrammingAndScripting/ProgrammingWithCPP/UnrealArchitecture/Actors/Ticking/index.html https://docs.unrealengine.com/en-US/
by vvanders 6y ago
https://docs.unrealengine.com/en-US/ProgrammingAndScripting/ProgrammingWithCPP/UnrealArchitecture/Actors/Ticking/index.html https://docs.unrealengine.com/en-US/ProgrammingAndScripting/...
The "S" in unreal is a tick. It's been about a decade since I last worked with Unreal but there was very much the concept of systems that processed batches of things in areas where performance was a concern.
Keep in mind that ECS is a design pattern and just like any design pattern applied blindly you can end up in a worse place than you started. A FactoryDispatcherQueuePatternImpl helps no one despite using many design patterns. When it comes to ECS it's much more about the spirit than the letter of the law.