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About jrevel

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  1. There is not only that, Unity uses components from the beginning, but the ECS system is very recent. The difference with the new system is that it is implemented using the Data Oriented paradigm. It is mostly a bunch of good practices that go against a lot of bad habits that OOP tend to give, and that drive performance down. For example, virtual functions is not good to use everywhere, it has a performance cost, a tiny one, but that scales when used for every function every frame. It is quite hard to learn, because it needs to shift our mindset, but it gives a lot of advantages : better perfor
  2. I just saw that the sizes of the textures, especially PNG ones, are HUGE. There is an amazing tool called tinyPNG that can help us fixing that. It uses lossless compression algorithms to reduce texture sizes without losing quality. I tried it on some textures, and their size got drastically reduced : Applying it to all textures might be a great optimisation : lower loading time, but also faster rendering.
  3. There are some ComputePathAsync functions, but the actual threading/limitation of request per frame still seems in todo : maybe simply putting the processing of paths in a separate thread might help a lot
  4. Hi, I'm new to the forum, and I did not have the time yet to look to the source code in depth, but I have already worked on the pathfinding of a shipped game, and there is a thing that might be important to remember : pathfinding IS slow. Even A* has an exponential complexity, so it must not be used lightly. I believe than we can earn way more performance by trying to call less the pathfinding instead of trying to optimize it, as it seems already quite good. For example, a simple optimisation can be to limit the maximum number of calls per frame to A*. The rest is delayed to the next
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