【Unite 2018 Tokyo】C# Job SystemとECS(Entity Component System)解説

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May 09, 18

スライド概要

講演者:Dan Miller(Unity Technologies)

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受講者が得られる知見
・データ指向に基づいた設計に対する理解
・UnityのECSを使った開発手法に対する理解
・C# Job Systemを使ったマルチスレッド対応コードの書き方

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リアルタイム3Dコンテンツを制作・運用するための世界的にリードするプラットフォームである「Unity」の日本国内における販売、サポート、コミュニティ活動、研究開発、教育支援を行っています。ゲーム開発者からアーティスト、建築家、自動車デザイナー、映画製作者など、さまざまなクリエイターがUnityを使い想像力を発揮しています。

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関連スライド

各ページのテキスト
1.

Intro to C# Job system and Entity Component System A Dan Miller danielmi@unity3d.com @DanMillerDev

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Overview ● Terminology and System overview ● Implementing Jobs and Entities ● Building a demo

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C# Job System Multi-thread your code in a safe, accessible and efficient way ● API for scheduling jobs that run on multiple threads as well as linking dependencies ● Provides protection from pitfalls of multi-threaded code by giving easy to understand errors messages for things like dependencies and race conditions

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Entity Component System A new way for writing high-performance code by default ● Data-Oriented approach to development that allows you to separate data from the processes that manipulate that data. Entity a lookup index (database key) into the parallel streams Components parallel streams of data, grouped by archetype System code that manipulates data

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What is Classic The current Object oriented design pattern, GameObjects and Monobehaviors ● ● Data and processes are coupled together Largely dependant on reference types

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Memory Layout - Classic ● ● Data is scattered… Loading from memory to cache is very slow...

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Extra information and data ● ● ● Unity components contain extra data when referenced Instantiating is a problem Moving data from Memory to cache is very slow

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How data is processed in Classic One at a time, on the main thread

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How ECS and the C# Job System are different than classic

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Bullet ECS Entity Data Player Enemy Render Render Render Position Position Position Spawning Health Health Spawning Render System Health System Spawning System Filter : Filter : Filter : Render Position Health Render Spawning Some complex parallelized behavior Some complex parallelized behavior Some complex parallelized behavior Render Job Health Job Spawning Job

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ECS & C# Job System ● Data is tightly packed in memory ● Data is being processed in parallel ● Only worry about the specific data you want to operate on.

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How to get Started Today

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Available in 2018.1 ● Change scripting runtime version to use .NET 4.x Equivalent (instead of .NET 3.5) ● Change package manifest to include ECS packages

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Demo

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Burst Compiler A new LLVM-based math-aware backend Compiler Technology takes C# jobs and produces highly-optimized code.

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Additional Resources https://unity3d.com/unity/features/job-system-ECS

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Thanks! Dan Miller danielmi@unity3d.com @DanMillerDev