Digital Dragons | Grzegorz Wątroba - Mass: an Epic way of ECS @DigitalDragonsForGamedev | Uploaded 3 days ago | Updated 23 hours ago
Although many platforms have multiple CPUs and technology pushes us forward to utilize this architecture, in many cases game developers stay behind holding on to the easier but much less efficient solutions. My lecture will present an easy way to step into the next level of efficiency in your games using a well-known, but less popular paradigm, Entity Component System, implemented in a modern way in Unreal Engine 5. I’ll show you why it is worth trying and how you can merge it into your project.
Although many platforms have multiple CPUs and technology pushes us forward to utilize this architecture, in many cases game developers stay behind holding on to the easier but much less efficient solutions. My lecture will present an easy way to step into the next level of efficiency in your games using a well-known, but less popular paradigm, Entity Component System, implemented in a modern way in Unreal Engine 5. I’ll show you why it is worth trying and how you can merge it into your project.