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Применение принципов
дата-ориентированного программирования
к играм на Unity
The team
Answer the question, “Why are we the ones to solvethe problem we identified?”
Альвина Рубальская ВоваРоттердамский
Интерактивный мульт
Сложность проекта
Сложность кода
Сложность игровой логики
Уникальная конфигурация
Уникальные узкоспециализированные программные решения
Уникальная иерархия классов
Сложность кода
ДАННЫЕ НА ПЕРВОМ МЕСТЕ!
Простая идея
Набор простых правил
Композиция вместо наследования
Отсутствие инкапсуляции
Разделение данных и их трансформации
Pure Entity Component System
Программируйте
против самого частого случая
а не самого общего
Level 0 Game Logic
Bad practice
Method 1
If Data is ….....
{
.........
.........
}
If Data is ….....
{
.........
.........
.........
}
Good practice
If Data is ….....
{
Method 1
}
If Data is ....
{
Method 2
}
RUN
Method 1
RUN
Method 2
Используйте меньше if в игровой логике
Warrior
Bad practice
Enum Weapon
{
sword
dagger
shield
}
If (ManType == Warrior)
{
switch Weapon
case sword:
….......
break;
....................
}
Good practice
Component
Sword
Не используйте enum
Component
Shield
Component dagger
Enum
ManType
{
warrior
another
}
Pool
Entity
Component
Entity Entity
Component
System
System
System
Человек
Диаграмма классов
Военный
Разведчик
Снайпер
Юнит в джунглях
Кенгуру
Пишите такой код который работает
как можно
быстрее
ПРЕИМУЩЕСТВА PURE ECS
Низкая глубина наследования
Class
Component 1
Component 2
Component 4
Component 3
Легкая тестируемость
“Remember,	when	you're	doing	data-oriented	development	your	game	is	entirely	driven	by	stateful	
data	and	stateless	transforms.	It	is	very	simple	to	produce	unit	tests	for	your	transforms.	You	don't	
even	need	a	framework,	just	an	input	and	output	table	and	then	a	comparison	function	to	check	
that	the	transform	produced	the	right	data.”
Многопоточность
Entitites
Core 1 Core 2
Entitites
Artemis - https://thelinuxlich.github.io/artemis_CSharp/
Entitas - https://github.com/sschmid/Entitas-CSharp
EgoCS - https://github.com/andoowhy/EgoCS
Entity Component System для Unity
Наш выбор
Entitas
https://github.com/sschmid/Entitas-CSharp
Почему
• Фиксированный порядок исполнения
• Тестируемость
• Кодогенерация - Отличное API
• Независимость от Unity
• Заменяет все паттерны ООП
Фиксированный порядок исполнения
Тестируемость
Кодогенерация - Отличное API
Независимость от Unity
Просто не используйте никакие методы Unity API
Да, придется создать аналоги методов (например Vector3) но зато просто перенести на
сервер.
Заменяет все
паттерны
ООП
Вы все равно их
не используете
Виды данных
Persistent data Config data
Runtime data
Unity Editor
Entitas
Взаимодействие с внешнем API
Entitas External API
Component
Спасибо!
Вова Роттердамский
marinegreatvv@yahoo.com
Skype: maringreatvv
Альвина Рубальская
alvinamail@gmail.com
Skype: raprii

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The use of data-oriented programming paradigm in Unity games