이번 게시물에서는 새로운 데이터 지향 테크기술 스택(DOTS) 기술 중 한 가지인 ECS(엔티티 컴포넌트 시스템)에 대해 소개해보겠습니다. 현재까지의 개발 상황 및 향후 계획을 공유하고자 합니다.
지난 번 게시물에서 HPC#(High Perfo... 더 읽기
이 게시물에서는 유니티의 새로운 데이터 지향 기술 스택(DOTS)을 간략히 소개하여 현재까지의 성과와 향후 계획을 공유하고자 합니다. 앞으로도 블로그를 통해 DOTS에 대한 내용을 더 많이 공유드리겠습니다.
C++에 대해 먼저 살펴보겠습니다. C... 더 읽기
In the spirit of sharing more of the tech behind the scenes, and reasons why some things are the way they are, this post contains an overvie... 더 읽기
As the breadth of the Unity feature set keeps on growing, and as we build it with more and more engineers at the same time, the necessity fo... 더 읽기
When you do this in Unity:
Unity does something special with the == operator. Instead of what most people would expect, we have a special... 더 읽기
Lot’s of news around Flash today! Let’s get started:
We’re officially collaborating with Adobe to make Unity and Flash work great togethe... 더 읽기
Over the last few months here at Unity, we have been hard at work on, amongst many other cool things, the ability to publish from Unity to t... 더 읽기
These are exciting times. Today, at the Flash Gaming Summit in San Francisco (of which we’re proud Gold Sponsors), Adobe has announced the ... 더 읽기
A while ago, I was talking to a customer who was trying to figure out how to best make a customizable character in their game. After explain... 더 읽기
During the summer, I've had the pleasure to mentor Michał Mandrysz, as he created an External Lightmapping Tool for Unity, as part of Unity'... 더 읽기
Some time ago we've announced our third Unite conference.
The conference will have many Unity employees, as well as Unity users, giving p... 더 읽기
During the last six weeks, the selected participants for Unity's first Summer of Code program have been working hard at making the ideas fro... 더 읽기
This blog post is written by Michał Mandrysz who is working on support for External Lightmapping in Unity. The project is one of four select... 더 읽기