Learn Unity's Entity Component System to Optimise Your Games
Learn Unity's Entity Component System to Optimise Your Games, available at $64.99, has an average rating of 4.75, with 76 lectures, based on 660 reviews, and has 5994 subscribers.
You will learn about Take existing Unity projects created without the use of DOTs and convert them to employ parallel processing and the entity component system. The advantages and disadvantages of using DOTs. This course is ideal for individuals who are Professionals and students who are comfortable using Unity but would like to upgrade their skills to implement the new Unity DOTS system. It is particularly useful for Professionals and students who are comfortable using Unity but would like to upgrade their skills to implement the new Unity DOTS system.
Enroll now: Learn Unity's Entity Component System to Optimise Your Games
Summary
Title: Learn Unity's Entity Component System to Optimise Your Games
Price: $64.99
Average Rating: 4.75
Number of Lectures: 76
Number of Published Lectures: 76
Number of Curriculum Items: 76
Number of Published Curriculum Objects: 76
Original Price: $24.99
Quality Status: approved
Status: Live
What You Will Learn
- Take existing Unity projects created without the use of DOTs and convert them to employ parallel processing and the entity component system.
- The advantages and disadvantages of using DOTs.
Who Should Attend
- Professionals and students who are comfortable using Unity but would like to upgrade their skills to implement the new Unity DOTS system.
Target Audiences
- Professionals and students who are comfortable using Unity but would like to upgrade their skills to implement the new Unity DOTS system.
Unity’s new Data-Oriented Technology Stack (DOTS) and Entity Component System (ECS) programming paradigm have been developed to optimize game development and open up new ways of accessing memory and parallel processing for developing high-performance C# code that takes advantage of contemporary multicore computers. Through the use of the Burst Compiler, your game programs become native code, able to run faster on multiple threads thus pushing the boundaries of the size of your virtual environments and the simultaneous processing of tens of thousands of game objects.
In this course, Penny demystifies Unity’s new DOTS architecture and introduces intermediate Unity users to ECS by upgrading classic Unity projects and developing a multitude of examples of the use of DOTS concentrating on the most popular game mechanics. Using her internationally acclaimed teaching style and knowledge from over 25 years working with games, graphics and having written two award-winning books on games AI, Penny will take you from familiar object-oriented programming and upgrade your skill to the more memory efficient and optimized entity component architecture. Throughout, you will follow along with hands-on workshops designed to take you through every step of becoming familiar with ECS. You will build on numerous scenarios that examine the basics of ECS programming through the new DOTS-specific math and physics libraries.
While DOTS is still in preview, this course aims to assist you in understanding how it works and how games are constructed with it. The knowledge you obtain will further your ability to decipher future released Unity ECS tech demos and handle API updates.
This course requires Unity 2019.3.0f6. and the Hybrid Renderer Package 0.3.3.
Learn how to program and work with:
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Entities and Components
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The C# Job Systems
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Collision Systems
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Trigger Systems
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User Input to Control Entities
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Interfacing with classic Unity and game objects to entity-based systems.
Contents and Overview
The course begins with a section that compares the old way of working with game objects in Unity, through to the creation of a complete ECS system using the exact same scenario in each instance to give you time to compare the programming methods and optimizations gained through implementing DOTS.
Following this, you will dive deeper into the creation and debugging of entities while learning how to tag, identify and add data to them with custom components. You will also learn how to find entities once they are injected into the game environment and to access and manipulate them at runtime.
After you’ve become comfortable with the nature of entities, you will discover how the new math library can be used to replicate many of the functions you’ve become familiar with in the Unity Mathf API. The content will cover transformation, rotations, slerps, pivoting, following waypoints and pursuing and fleeing from targets. A space-based scenario will be created with several planets and thousands of spacecraft programmed to attack, by generating even more thousands of bullets and finally explosions.
Next, you’ll build a blocky Minecraft inspired landscape from cubes that can be infinitely generated in any direction by implementing Perlin Noise and examining how parallel processing (achieved through the C# Jobs system) dramatically speeds up processing that has in the past been limited to the main thread.
On completion of this exercise, a thorough examination of the new DOTS physics capabilities will take place. All the classic Unity elements you’ve become used to will be replicated via the new physics API and ECS job systems. You will learn about collisions, triggers, camera tracking, bullet physics and the basics of recreating Newtonian physics for moving dynamic and kinematic entities.
The course ends with a challenge and project to recreate a third person shooter in which a single player takes on a swarm of zombies.
At the completion of this course, you will be familiar with DOTS and the ECS and be able to further your skills by interpreting and making sense of the Unity tech demos as they are released, presenting updated API and introducing more and more functionality into DOTS.
What students are saying about Penny’s courses:
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Excellent course!! I am already in game development industry and there is one quote here that “Whenever you are not able to solve complex problem, its the right time to get back to the BASICS”
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She is the best teacher ever in this platform
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Most instructors are very smart people. Some are good at teaching and some are not. Penny is great at describing complex concepts without going down a dark cerebral rabbit hole that so many instructors feel obligated to do. It’s like they need to demonstrate their knowledge by explaining every tiny aspect. Penny does not go there. She explains things clearly but does not overwhelm the student with more than they need to know.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Welcome
Lecture 2: What Version of Unity Should I Use?
Lecture 3: What Version of Unity Should I Use 2.0.
Lecture 4: Information Relevant to this Course
Lecture 5: Join the H3D Student Community
Lecture 6: Contacting H3D
Lecture 7: FAQs
Chapter 2: DOTS in a Nutshell
Lecture 1: Understanding DOTS
Lecture 2: Comparing the Old & the New Part 1
Lecture 3: Comparing the Old & the New Part 2
Lecture 4: Comparing the Old & the New Part 3
Lecture 5: Comparing the Old & the New Part 4
Lecture 6: Comparing the Old & the New Part 5
Lecture 7: Your First ECS Challenge
Lecture 8: Parallel Computing
Lecture 9: Structures, Classes and Blittable Types
Chapter 3: Working with Entities
Lecture 1: Creating and Debugging Entities
Lecture 2: Accessing and Modifying Entity Data
Lecture 3: Adding IComponentData Challenge
Lecture 4: Performing Entity Queries
Lecture 5: Entity Query Interface Challenge
Lecture 6: Adding an Entity from Monobehaviour at Runtime
Lecture 7: Constructing an Entity from Scratch
Lecture 8: Constructing Sheep Entities from a Mesh Challenge
Chapter 4: Transformation Mathematics in DOTS
Lecture 1: Performing Translations
Lecture 2: Performing Rotations
Lecture 3: Performing a Slerp to Face a Target
Lecture 4: Rotating Around a Pivot Point
Lecture 5: Pivoting Challenge
Chapter 5: Working with Custom Components
Lecture 1: Getting Player Transformations into Entities
Lecture 2: Adding and Setting Data Values in a Custom Components
Lecture 3: Updating Custom Component Values
Lecture 4: Waypoint Follow Challenge
Chapter 6: Project: Space Wars Simulation
Lecture 1: Finding Closest Planet
Lecture 2: Attacking and Retreat Movement
Lecture 3: Spawning an Entity from an Entity Part 1
Lecture 4: Spawning an Entity from an Entity Part 2
Lecture 5: Spawning Entities from Another Location Part 1
Lecture 6: Spawning Entities from Another Location Part 2
Lecture 7: Restricting the Lifetime of an Entity
Lecture 8: Restricting the Lifetime of an Entity Update
Lecture 9: Implementing Line of Sight in an Entity
Lecture 10: Faking Collisions
Lecture 11: Instantiating Explosions
Lecture 12: A System for Scaling Particles
Chapter 7: Project: Infinite Cube World
Lecture 1: Creating a Landscape with Cubes
Lecture 2: Using Perlin Noise for Height
Lecture 3: Enhanced Perlin Heights
Lecture 4: Changing Materials on an Entity
Lecture 5: Identifying Bottlenecks and Solutions to FPS Drop
Lecture 6: Scrolling the Landscape with the Player
Chapter 8: DOTS Physics
Lecture 1: The Physics Components
Lecture 2: An ECS Physics-Based Character Controller
Lecture 3: Spawning Multiple Physics Entities
Lecture 4: Shooting Physics Bullets Challenge
Lecture 5: Moving a Bullet with Physics
Lecture 6: Upgrading a Package
Lecture 7: Detecting Collisions
Lecture 8: Using Custom Values in a Collision Event
Lecture 9: Destroying an Entity on Collision
Lecture 10: Entity Tracking with the Camera
Lecture 11: Detecting Physics Triggers
Lecture 12: Converting to a Dynamic Character
Lecture 13: Using Custom Values in a Trigger Event
Chapter 9: Raycasting
Lecture 1: Starting with a Tower Defence Setup
Lecture 2: Performing a Raycast Hit Part 1
Lecture 3: Performing a Raycast Hit Part 2
Lecture 4: Destroying an Entity Hit by a Raycast
Lecture 5: Performing Raycast Distance Hits P1
Lecture 6: Performing Raycast Distance Hits P2
Lecture 7: Locating and Following The Closest Physics Entity
Lecture 8: Destroying Tracked Physics Entity
Lecture 9: Destroying Zombie Challenge P1
Lecture 10: Destroying Zombie Challenge P2
Chapter 10: Final Words
Lecture 1: Some Final Words from Penny
Lecture 2: Where to now?
Instructors
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Penny de Byl
International Award Winning Professor & Best Selling Author -
Penny Holistic3D
Academic, Author & Game Development Enthusiast
Rating Distribution
- 1 stars: 8 votes
- 2 stars: 10 votes
- 3 stars: 28 votes
- 4 stars: 168 votes
- 5 stars: 446 votes
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