I’m making a colony simulation game with many buildings and AI units. They will run various calculations, and I’m worried about performance when the scene gets crowded.
For games of this type, what do studios typically use?
Is it better to create a custom multithreaded system (thread pool, work-stealing queue, task scheduler) or rely on Unity’s DOTS/Job System + Burst?
Which approach tends to deliver the best performance in large simulations, and how are task queues or job batching usually structured?