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Unity DOTS vs Handbuilt: Sample Project

Nick Caston · 686.7K views · 2019-12-18 · 27:56

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Overview

Nick Caston compares Unity's sample ECS/DOTS project (AngryBots) with his own from-scratch C++ and OpenGL clone. He benchmarks performance and discusses the effort involved in each approach.

On Hacker News

HN uses it as concrete data in game engine debates, showing a custom engine far outperforming Unity at several times the effort.

Recommended by 1 HN people across 2 months · HN mentions 2020–2021

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What people said

jokoon · 2020-05 · Recommendation

A great demonstration of how unity is bloated: [VIDEO] Unity is targeting students and gamedev wannabees. You don't make a game with a framework. Programming is not simple. Same debate of framework vs libraries. I'm even against Godot, which you cannot even use as a rendering library. You end up being too dependent on those platforms and all their assets and plugins. Of course if you intend to make a game that's not too ambitious, if it revolves around the graphics, unity might be ok, but it's just a sophisticated RPG maker 3D. I strongly advise against learning unity or godot. A huge problem is that unity/unreal made it difficult for classic engines/renderers to keep thriving, and it's hard to find a good engine nowadays. There are some, of course, but their community is non-existent, which makes things much harder in open source.

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jokoon · 2020-01 · Recommendation

If one doesn't understand how a game works, a framework is not going to help. This person will probably shoot himself in the foot. Here is a good video about benchmarking unity [VIDEO]

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KronisLV · 2021-11 · Reference

> ... it greatly decreases your time-to-market to do things in a straightforward way ... I'd actually like to link the YouTube channel of a person who is writing their own game engine and game at the same time: [LINK] You can see how using Godot, Unity or Unreal (or most other engines) would have been much faster in regards to time to market. Similar differences show up when you try to build the same project, once while using an engine and another without it, the performance can be much better if you write your own optimized code (supposing that you can do so in the first place), however the development still takes much longer, for example: [VIDEO] Now, whether that matters to you or not is a different matter entirely: some care about learning a lot more about the lower level stuff, others just want to develop games and care more about the art/story/etc., while others care about selling them ASAP.

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Sources

Video by Nick Caston, played through YouTube.

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