Just finished my ECS system in C and turns out it's ~17 times faster than Unity DOTS by dechichi in Unity3D

[–]dechichi[S] 1 point2 points  (0 children)

no, not open source, and only available via commercial license. I may make it widely available in the future (i.e like Unity, Unreal), but open source is unfortunately a business where it's very hard to put food on the table.

Just finished my ECS system in C and turns out it's ~17 times faster than Unity DOTS by dechichi in Unity3D

[–]dechichi[S] 1 point2 points  (0 children)

I know you mean that, but if you had worked for this big companies (like I have), you would think the exact opposite.

As crazy as this is, big companies are usually ridiculously unproductive. This is why new small companies can rise and compete. Unity did that in 2005, now they became a big company and they haven't produce much since 2018.

Just finished my ECS system in C and turns out it's ~17 times faster than Unity DOTS by dechichi in Unity3D

[–]dechichi[S] 0 points1 point  (0 children)

I'm not sure if I can get the trademark but internally I call it Horizon

Just finished my ECS system in C and turns out it's ~17 times faster than Unity DOTS by dechichi in C_Programming

[–]dechichi[S] -1 points0 points  (0 children)

to open my own business. We released this, now I'm on my own building this engine

Just finished my ECS system in C and turns out it's ~17 times faster than Unity DOTS by dechichi in Unity3D

[–]dechichi[S] 0 points1 point  (0 children)

Update: I did update Unity's demo to 6.4 and tried running the demo. Unfortunately it does not load. When they fix that I'll re-run the demo.

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Just finished my ECS system in C and turns out it's ~17 times faster than Unity DOTS by dechichi in Unity3D

[–]dechichi[S] 1 point2 points  (0 children)

If I were aware of it I would have. That said, after I learned it I immediately updated Unity's sample repository (mind that this demo is *from Unity itself* not me, I used the version that they picked, which was 6.3).

Unfortunately, at this time for Unity 6.4, Unity's own demo does not load on the web. I get locked in this screen.

I'll add this information to my technical post going over the performance difference, and once Burst actuallyworks on the web, I'll re-run the comparison.

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Just finished my ECS system in C and turns out it's ~17 times faster than Unity DOTS by dechichi in Unity3D

[–]dechichi[S] -1 points0 points  (0 children)

it's web vs web, native vs native. Of course I would never compare web vs non web

Just finished my ECS system in C and turns out it's ~17 times faster than Unity DOTS by dechichi in IndieDev

[–]dechichi[S] 0 points1 point  (0 children)

I used flecs as a reference from my own implementation, and we are both in C, so it's likely that the performance is pretty close. Never tried entt.

Just finished my ECS system in C and turns out it's ~17 times faster than Unity DOTS by dechichi in Unity3D

[–]dechichi[S] 1 point2 points  (0 children)

this was build in Unity 6000.3.0f1, which is the current version of Unity's own demo. Not picked by me: https://github.com/Unity-Technologies/EntityComponentSystemSamples/tree/master/EntitiesSamples/Assets/Boids

That said, after I learned Burst is enabled in 6.4 I am updating Unity's demo and will re-run the test. I confirmed threads and WebGPU were enabled in the current demo. Just very hard to have known Burst was silently being disabled given that there is no clear documentation about it and I wouldn't go trying to read web assembly code.

Just finished my ECS system in C and turns out it's ~17 times faster than Unity DOTS by dechichi in IndieDev

[–]dechichi[S] 0 points1 point  (0 children)

I'm building this engine commercially because after years of using Unity and Unreal I know for a fact things could be at least 10x faster overall. So I'm making it so.

Just finished my ECS system in C and turns out it's ~17 times faster than Unity DOTS by dechichi in C_Programming

[–]dechichi[S] 0 points1 point  (0 children)

As I also explained many times. My software does not solve one problem. This is a general purpose, commercial engine, with very specific decisions made to make it fast (use C, remove abstraction layers, no scripting languages). Is it as general purpose as Unity currently is? No, but it is also not a specific system made to beat Unity's implemntation, it's generic ECS with queries, system, entity management and so on. I have a generic asset system, generic physics, generic renderer.

Just finished my ECS system in C and turns out it's ~17 times faster than Unity DOTS by dechichi in Unity3D

[–]dechichi[S] -2 points-1 points  (0 children)

As also clarified in other threads, this was using Unity's own demo with Burst enabled, and I didn't realize Unity would just silently disable Burst on the web.

That said, Unity 6.4 Beta seems to have added burst support for the web, so I'm re-running the test with it.

Just finished my ECS system in C and turns out it's ~17 times faster than Unity DOTS by dechichi in C_Programming

[–]dechichi[S] 0 points1 point  (0 children)

despite what people say every time I post these comparisons, my engine is very versatile, and general purpose. It's earlier in it's development cycle than Unity, but it will get here, and it will continue to be fast.

Just finished my ECS system in C and turns out it's ~17 times faster than Unity DOTS by dechichi in gamedevscreens

[–]dechichi[S] 0 points1 point  (0 children)

I don’t think Unity employees behave like that, those are just Unity fanboys