#UE Mass info source?

1 messages · Page 1 of 1 (latest)

warm hearth
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I'm having difficulties finding any info about this "Mass" ECS system for UE. Can you remember where you found this info?

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Just curious to see how far along they are with their ECS and how it compares to Unity's ECS

red estuary
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well turns out I'm the co-author of a community documentation

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info here

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Its heavily wip so be aware that its not very complete

frail torrent
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have you also used ecs with dots? kinda curious how you would compare the two

red estuary
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unfortunately I haven't used dots, but Megafunk has used entt previously and we are connected to some ecs geeks. This repo will focus only on Mass and includes some popular benchmarks

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so I guess if anyone is interested in comparing dots with mass, they could simply compare execution times by replicating our benchmark in dots

warm hearth
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@red estuary Interesting. Thanks a lot.

lethal wharf
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very nice and informative repo! Say, do you know if Unreal uses the same chunk memory layout as Unity? From what I understood in the repo it seems the other way around. One cache line reads CompA, B, C and not CompA of Entity 1, 2, 3

red estuary
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From my very first analysis I could observe a SoA type of layout in memory. Meaning that the first chunk holds the complete data of the N first entities

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But I will reiterate through this section later in case I missed something, everything is open to modification so there might be information not totally accurate, that's why we are open to PRs

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But yeah, in terms of locality, you'd bring the first 64 bytes (line size in most modern architectures) (However Mass considers the line size to be 128 bytes to compute the chunk size, so there are miss penalties due to the missaligned offset)

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which would likely be the CompA from the first N entities