That's a magic name method.Īnd then we have python with duck typing that results in libraries using this a lot, sometimes to pass dictionaries as objects. For example, C++ expects main() to exist. And it might be worth mentioning that magic methods show up in production in other areas. Unity's approach to monobehavior and magic methos is consistent with its use of C# of scripting language. Which means more typing (you'll have to declare your intent to have an Update() method twice - first by inheriting, and then by declaration), and additionally all the interface methods have to be public. Either have a baseclass with Blank Update() method and the like, in which case an object will waste CPU cycles calling dud methods.Ģ. Magically named methods are used so the C++ part of the engine can cache them and not to call them if they aren't there.ĭogmatically correct solution would be to:ġ. But at the end of the day, I question C# is a right decision for DOTS due to low ceilings at language-level.Ĭlick to expand.The point is usually not to "have no hacks", but to "Get things done". With all that being complained, I appreciated the effort from DOTS team to make it work in C#, and I can see them overcoming a lot of challenges. At that point, Unity has no competitive advantages comparing to Unreal for us.
Construct 3 vs unity code#
If it was not because of what we have developed in C#, we will probably replace Unity DOTS with a few pinvoke, using use C# as a glue code and Unity as a renderer. NET and hard to connect to native plugins). There are too many complains about writing HPC#: memory management, no easy polymorphism, C# language-level limitations, and bad eco-system(hard to connect to library from. Honestly, Unity DOTS is hitting the limit of C#. Many features that you are discussing are because bevy are writing in Rust with powerful macro for codegen and a lot of language features that HPC# does not provide, and bevy does not have to deal with multiple compiling backend: Burst and mono. Glad to see a lot of people discussing bevy. Problems with projects like this is, if the hype dies down, it'll go into obscurity. Maybe a budget thing.Īlthough it is interesting for sure, and it's currently what's hot in th rust gamedev world.
In unity's department, HDRP is probably the one with the fastest and most active development. Honestly though, if they want to get anywhere close in the 3D department (graphical features and else), ecosystem including asset store and tools (animations, editor, builds, terrain) it's gonna be a while, to catch up to unity especially HDRP and unreal engine.Īnd while that's happening, both engines are adding more features. I'm not sure how good rust would be for game logic. I'm not really interested in DOTS, I like the current system. Speed isn't everything, ease of use also matters. It will be interesting to see it's state in in two years or so from now. I've seen most of the blog posts and what not.