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"painlessly" involves writing your code in a totally different paradigm to the standard MonoBehaviour component approach, doesn't it? It's impressive, but I th
by jan_Inkepa 6y ago
"painlessly" involves writing your code in a totally different paradigm to the standard MonoBehaviour component approach, doesn't it? It's impressive, but I think you understate the "pain" a bit. (Disclaimer: I haven't successfully been able to motivate myself to use it - it's a heavy framework and normally when I'm making games the limitation isn't performance but my ability to get the interactions I want coded, so I prefer the more flexible MonoBehaviour component style).
- m12k 6y agoThat's fair - and tbh most games don't need to push the envelope when it comes to performance, so it makes sense to just stay with the most flexible default option. Still, when you compare to something like ECS, which basically needs to take over your whole architecture and give up the flexibility of MonoBehaviours, it's much easier to burst-jobify a smaller, performance critical part of your game.