Learn Unity's Entity Component System to Optimise Your Games

所在平台: Udemy

课程主页: https://www.udemy.com/course/unitydots/

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课程简介

本课程名称:学习Unity的实体组件系统以优化您的游戏 课程概述:Unity的新数据导向技术栈(DOTS)和实体组件系统(ECS)编程范式旨在优化游戏开发,并为开发高性能的C#代码开辟了新的内存访问和并行处理方式,以充分利用现代多核计算机的优势。通过使用Burst编译器,您的游戏程序可以转化为本地代码,在多个线程上更快地运行,从而推动虚拟环境的规模和同时处理成千上万游戏对象的能力。 在本课程中,Penny将对Unity的新DOTS架构进行解密,并为中级Unity用户介绍ECS,通过升级经典Unity项目和开发一系列使用DOTS的示例,集中于最受欢迎的游戏机制。Penny以其国际认可的教学风格和25年以上游戏、图形相关经验,为您从熟悉的面向对象编程升级到更高效的实体组件架构。整个课程包括实践工作坊,带您逐步熟悉ECS,并通过新DOTS特定的数学和物理库构建多个场景。 尽管DOTS仍在预览阶段,本课程旨在帮助您了解其工作原理及游戏的构建方式。您获得的知识将进一步提升您解析未来发布的Unity ECS技术演示和处理API更新的能力。该课程需要Unity 2019.3.0f6和Hybrid Renderer Package 0.3.3。 学习内容: - 实体和组件 - C#工作系统 - 碰撞系统 - 触发器系统 - 用户输入控制实体 - 将经典Unity与基于实体的系统接口整合 课程内容和结构: 课程通过比较旧的游戏对象工作方式和使用相同场景创建完整的ECS系统开始,帮助您比较编程方法和通过实现DOTS获得的优化效果。接下来,您将深入学习实体的创建和调试,学习如何标记、识别和添加数据到自定义组件中,并在运行时访问和操作已注入游戏环境中的实体。 熟悉实体的本质后,您将开始使用新的数学库复制Unity Mathf API中的多个功能,内容涵盖变换、旋转、平滑插值、控制动画及目标追踪等。在一个宇宙场景中创建多个行星和数千艘攻击飞船,并生成更多的子弹和爆炸。 接下来,您将实现一个类似Minecraft的方块景观,这一过程通过实现Perlin噪声和使用C#工作系统来研究并行处理的效果,大大加快了过去只能限于主线程的处理速度。 最后,课程将深入分析新的DOTS物理能力,学习如何通过新的物理API和ECS工作系统复制您熟悉的经典Unity元素,包括碰撞、触发器、相机追踪、子弹物理以及重建牛顿物理的基础知识。 课程末尾有一个挑战和项目,旨在重建一款第三人称射击游戏,玩家需要对抗一群僵尸。完成本课程后,您将熟悉DOTS和ECS,并能够进一步通过解析Unity技术演示来提升您的技能。 学生们对Penny的课程评价: 课程非常优秀!我已经在游戏开发行业,并且有一句话说得好:“当您无法解决复杂的问题时,正是回归基础的好时机。”她是这个平台上最好的老师。Penny能够清晰地描述复杂概念,而不会让学生感到困惑,不像一些讲师那样陷入细节的泥潭。

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课程详情

Unity's new Data-Oriented Technology Stack (DOTS) and Entity Component System (ECS) programming paradigm have been developed to optimize game development and open up new ways of accessing memory and parallel processing for developing high-performance C# code that takes advantage of contemporary multicore computers. Through the use of the Burst Compiler, your game programs become native code, able to run faster on multiple threads thus pushing the boundaries of the size of your virtual environments and the simultaneous processing of tens of thousands of game objects.In this course, Penny demystifies Unity's new DOTS architecture and introduces intermediate Unity users to ECS by upgrading classic Unity projects and developing a multitude of examples of the use of DOTS concentrating on the most popular game mechanics. Using her internationally acclaimed teaching style and knowledge from over 25 years working with games, graphics and having written two award-winning books on games AI, Penny will take you from familiar object-oriented programming and upgrade your skill to the more memory efficient and optimized entity component architecture. Throughout, you will follow along with hands-on workshops designed to take you through every step of becoming familiar with ECS. You will build on numerous scenarios that examine the basics of ECS programming through the new DOTS-specific math and physics libraries.While DOTS is still in preview, this course aims to assist you in understanding how it works and how games are constructed with it. The knowledge you obtain will further your ability to decipher future released Unity ECS tech demos and handle API updates.This course requires Unity 2019.3.0f6. and the Hybrid Renderer Package 0.3.3.Learn how to program and work with:Entities and ComponentsThe C# Job SystemsCollision SystemsTrigger SystemsUser Input to Control EntitiesInterfacing with classic Unity and game objects to entity-based systems.Contents and OverviewThe course begins with a section that compares the old way of working with game objects in Unity, through to the creation of a complete ECS system using the exact same scenario in each instance to give you time to compare the programming methods and optimizations gained through implementing DOTS.Following this, you will dive deeper into the creation and debugging of entities while learning how to tag, identify and add data to them with custom components. You will also learn how to find entities once they are injected into the game environment and to access and manipulate them at runtime.After you've become comfortable with the nature of entities, you will discover how the new math library can be used to replicate many of the functions you've become familiar with in the Unity Mathf API. The content will cover transformation, rotations, slerps, pivoting, following waypoints and pursuing and fleeing from targets. A space-based scenario will be created with several planets and thousands of spacecraft programmed to attack, by generating even more thousands of bullets and finally explosions.Next, you'll build a blocky Minecraft inspired landscape from cubes that can be infinitely generated in any direction by implementing Perlin Noise and examining how parallel processing (achieved through the C# Jobs system) dramatically speeds up processing that has in the past been limited to the main thread.On completion of this exercise, a thorough examination of the new DOTS physics capabilities will take place. All the classic Unity elements you've become used to will be replicated via the new physics API and ECS job systems. You will learn about collisions, triggers, camera tracking, bullet physics and the basics of recreating Newtonian physics for moving dynamic and kinematic entities.The course ends with a challenge and project to recreate a third person shooter in which a single player takes on a swarm of zombies.At the completion of this course, you will be familiar with DOTS and the ECS and be able to further your skills by interpreting and making sense of the Unity tech demos as they are released, presenting updated API and introducing more and more functionality into DOTS.What students are saying about Penny's courses:Excellent course!! I am already in game development industry and there is one quote here that "Whenever you are not able to solve complex problem, its the right time to get back to the BASICS"She is the best teacher ever in this platformMost instructors are very smart people. Some are good at teaching and some are not. Penny is great at describing complex concepts without going down a dark cerebral rabbit hole that so many instructors feel obligated to do. It's like they need to demonstrate their knowledge by explaining every tiny aspect. Penny does not go there. She explains things clearly but does not overwhelm the student with more than they need to know.

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