this post was submitted on 30 Apr 2024
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[–] [email protected] 10 points 6 months ago (2 children)

As far as I know, Godot has no replacement for Unity ECS and DOTS. Not to mention the comparatively extremely small library of community tools. I definitely want to see it continue to grow, and it's clearly trending in that direction. But its not there yet.

[–] [email protected] 3 points 6 months ago

I wish I could say Bevy could replace Unity ECS, but I can't. While Bevy's ECS is undeniably far better than Unity ECS, one of the issues with Bevy is sometimes developers don't want to be completely locked into using ECS, and since Bevy is practically ECS-only that causes some issues. Plus the fact that Bevy is just new and unpolished, it lacks a lot of features that would be necessary to even be considered professionally.

[–] [email protected] 1 points 6 months ago (1 children)

Considering that DOTS is allegedly at least partially to blame for the disaster that is Cities: Skylines 2 (Source), I'm almost tempted to say that's a good thing.

While the licensing changes were the last straw, I was always annoyed with the direction Unity was going, which was grafting a bunch of unfinished, barely documented features onto the engine, putting the stuff it's supposed to replace on life support and never actually finishing those features for years.

[–] [email protected] 7 points 6 months ago* (last edited 6 months ago) (1 children)

Sure anything can be a performance drain if the devs implement it poorly. It seems like it came down to a poor implementation of culling causing waay too many verts being sent to GPU.

[–] [email protected] 4 points 6 months ago

Yes, there were lots of other issues, but what I'm mostly referring to was that many of these broken systems wouldn't have to be built if stuff like DOTS and virtual texturing wasn't unfinished:

And the reason why the game has its own culling implementation instead of using Unity’s built in solution (which should at least in theory be much more advanced) is because Colossal Order had to implement quite a lot of the graphics side themselves because Unity’s integration between DOTS and HDRP is still very much a work in progress and arguably unsuitable for most actual games. Similarly Unity’s virtual texturing solution remains eternally in beta, so CO had to implement their own solution for that too, which still has some teething issues.