ENTITAS 1.0 🎉 #1011
sschmid
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ENTITAS 1.0 🎉
#1011
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>> Watch and share the totally unnecessary Teaser on YouTube :)
Hi Entitas community!
We've made it! There it is! Entitas 1.0 is out both the free
and the
I'm so happy to finally deliver the complete package to you guys! The Entitas ECS core has been stable and very fast for so long now. The Unity integration and VisualDebugging does an amazing job in visualizing what's actually going on under the hood in your ECS world. Thanks to everyone who bought the Asset Store version to support the development and already tested the new Entitas.Roslyn code generator plugin which creates an unbeatable and non-distracting code generation workflow.
Let's have a second and recap how we got here.
The birth of Entitas-CSharp
When I switched to Unity and C# in early 2013 to build mobile games I was happy to learn a new language and to use my first game engine. In my first gamejam with Unity I could immediately see how great Unity was for quick prototyping and deploying on multiple platforms. But I was also immediately confronted with all the quirks and flaws that we all now. Before I switched to Unity @devboy introduced me to ECS and we've built games with Entitas for Objective-C. The more I prototyped with Unity and the "Unity way" the more I missed certain aspects of programming that I took for granted in previous projects, such as testability and flexibility. After a while I couldn't resist and started implementing Entitas for C#. Early performance tests where already very promising and strengthened my plans to continue improving Entitas.
But performance was not the only reason I saw great potential in the controverse idea to build and ECS within an engine that in itself is component based too. I'm happy that Wooga allowed me to open source my project and so @mzaks and me later shared our experience with Entitas and how we could address all the main pain points that we had at Unity 2015 where we introduced Entitas to the Unity community.
Those pain points were:
After building a few games with Entitas I was happy about the runtime performance but also about the speed in which I can actually produce those games. With an architecture that enables Test Driven Development and encourages the Single Responsibility Principle I ended up with a steady pace and flexible high quality code.
Almost 4 years of Entitas 📈
The public feedback was amazing and more and more people joined the Entitas community. Entitas was ported to many other languages and I saw ports in Swift, C++, Objective-C, Java, Python, Scala, Go, F#, TypeScript, Kotlin, Haskell, Erlang, Clojure. Amazing!
The great feedback and the growing community kept me improving Entitas now for almost 4 years. I thank everyone that contributed in any way, if it's reporting bugs, suggesting new features, creating pull request, helping out with maintaining the Wiki (really helps a lot!!!) or being active in the Entitas chat! You guys know who you are ;) We're just about to hit 2000 stars on GitHub (star here ;)) and the gitter chat evolved to the largest gamedev community on the platform with over 550 people from around the world. I highly doubt that it's true, but heck, maybe Entitas is the reason Unity finally started implementing an ECS themselves too ;)
Here are some of my favorite feedbacks from you guys
@FNGgames
@T2RKUS
@IDNoise
@justStand
@StormRene
@kdrzymala
@hyltmark
@c0ffeeartc
@AVAVT
@socratessotos
@WeslomPo
There's so much love ❤️
@shiblimansuri_twitter
@WoLfulus
@bddckr
@erectsnake_twitter
@erectsnake_twitter
@equidevium
@cloudjubei
@strich
What's next
I tried a few formats for Video Tutorials and my plans are to rebuild Entitas-Shmup which we presented at Unite 2016 from scratch.
This will serve a real-world example and I can cover many aspects like downloading and setup, explaining the basics, translating Unity input and physics and unit testing. My goal with these videos is to show how to get started with ECS and Entitas but also share best practices and more advanced topics on how to achieve a decoupled, testable, flexible and maintainable code base.
Thanks for being awesome and as always:
Happy coding :)
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