在大型多人游戏中,需要更新大量的演员和组件,游戏逻辑会很快成为瓶颈。 这在服务器端和性能受限的平台上尤其如此。 在本届会议上,DanielRätzer提出了一种编写游戏代码的方法,该方法可以提高数据和指令高速缓存的一致性,并允许自动并行化以最大化线程占用率。 Daniel讨论了ECS,以及Funcom如何实现在任务图上扩展的调度程序,该调度程序可以在组件集上分派和批处理游戏逻辑。 非常适合:引擎和游戏程序员研究游戏线程是瓶颈的游戏。 要了解更多信息,请访问http://www.unrealengine.com/games。
加速虚幻引擎中的游戏逻辑 虚幻盛宴在线2020
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Instructions unclear, built a large hadron collider instead.
thank you very much!
I wish there was a series of tutorial exist about ue4 performance and multi treating in the more simple word and step by step even for a single-player game.
Very Cool, I moved from Unity and ECS/DOTS over to Unreal using MultiTaskPro and Blueprints. Its nice to see you are moving forward with ECS in unreal! 🙂
Is this implementation of ECS proprietary to funcom?
Nice explanation
Um, uh, ummm, umm, uhh, um, uhh
Tl:dr: ECS
Great implementation of ECS in Unreal. Reminds me of EnTT.
I wonder how this would handle world queries like raycasting?
Fortnite is the best game ever.
Is it possible to make a game just with Blueprints ?
Nice, similar approach to what Unity is doing with DOTS architecture.