After speaking with Tim Ford during my Blizzard internship, I wanted to test something out to up my knowledge in this growing trend of an area. Unity had also recently released multiple talks on their new ECS, and I had minimal experience in multi-threading in general. This project started from scratch, using a simple OpenGL forward renderer to make a simulation. The core idea is a lot of entities performing tasks and organizing each of the 'systems' into different thread groups. These thread groups are organized by what components each system reads and writes to. For example, one system might write to the position component, so then another system that reads from the position component cannot be in the same thread group. A thread group would update all of the systems inside, and wait, before moving onto the next thread group. This project was done during Fall of 2018. With the shorter time span, I had to skip out on some features and make shortcuts in the initial engine. Now in Fall 2019, I am slowly working on it and cleaning it up for fun. The first big hurdle is doing all of my own memory management. I'll update with more as time goes on.
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