Understanding Unity’s ECS Architecture
摘要
Previous research has shown that the data-oriented programming paradigm offers a multitude of performance benefits over the traditional object-oriented paradigm. In particular, the entity component system (ECS) design pattern provides multi-threading capabilities, optimal memory utilization, and a means of separating data from logic from a data-oriented approach. This research is focused on the implementation of a flight simulator that uses a simple flight dynamic model (FDM) using Unity’s new Data-Oriented Technology Stack (DOTS) package. In this simulation, we implement a flight simulator using the ECS design pattern, but also make use of some of the more traditional, object-oriented approaches native to the Unity development platform.