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I would say it is 100% not Unity's fault. As someone else posted, there's a t-machine blog posted and that entire blog has been filled with ECS with that specif
by Athos_vk 6y ago
I would say it is 100% not Unity's fault. As someone else posted, there's a t-machine blog posted and that entire blog has been filled with ECS with that specific term for years. But aside from that it has been a heavily discussed thing for many years in the gamedev scene. There's a wikipedia page on it, showing a bit of history from well before 2017, but you will find most on it on gamedev.stackexchange and gamedev.net. It probably predates the start of Unity in its entirety.
Also, to be fair, they really do refer to it as DOTS -> Data Oriented Technology Stack (granted, it includes more than just that), but I'm not sure if and when they changed that. Their community just seems to keep calling it ECS regardless.
- w_t_payne 6y agoDOTS is not ECS. "Unity Classic" is ECS. DOTS is a more cache-efficient architecture designed to support larger numbers of entities.
- Jare 6y agoUnity's DOTS is definitely an ECS system. You technically can have an ECS without all the data-oriented and cache efficient stuff, if you just want the architectural benefits, but it's pretty hard to build a data oriented game engine that is not fundamentally ECS
- guywhocodes 6y agoDefinitely true, having looked at probably 20-30 ECS frameworks in about 5~ different languages between 2019 and 2020. About half of the ones I looked at, probably a bit less, were DOTS.