在大型多人遊戲中,需要更新大量的演員和組件,遊戲邏輯會很快成為瓶頸。 這在伺服器端和性能受限的平台上尤其如此。 在本屆會議上,DanielRätzer提出了一種編寫遊戲代碼的方法,該方法可以提高數據和指令高速緩存的一致性,並允許自動並行化以最大化線程佔用率。 Daniel討論了ECS,以及Funcom如何實現在任務圖上擴展的調度程序,該調度程序可以在組件集上分派和批處理遊戲邏輯。 非常適合:引擎和遊戲程序員研究遊戲線程是瓶頸的遊戲。 要了解更多信息,請訪問http://www.unrealengine.com/games。
加速虛幻引擎中的遊戲邏輯 虛幻盛宴在線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.