Factorio in Unity ECS

Has been a while, nearly 2+ years. And a lot has changed. OOP in Unity was yesterday. Looking back at my previous posts I see fruitful running against the wall. For a primer on the CPU, ECS or why certain mechanics run slow watch this:   The short answer is memory layout and the problem […]

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Factorio in Unity/C# – Part2

UNITY, WE HAVE A PROBLEM I love optimization but you reach a point where you only get a fraction out of it. It’s best to stop there. This point was reached with 150k items. After that 60fps couldn’t be maintained. I was pretty much in disbelief. How can something so simple reach it’s limits at […]

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Factorio in Unity/C# – Part 1

Factorio is an impressive game. I’ve never seen such a raw and visual simulation of items and entities, especially in that scale. Surely they have optimized the hell out of it. It’s also written in C++. A programming language that is known for it’s tremendous throughput of data. Skimming through the blog posts one thing […]

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