Overview of Physics in DOTS - Unite Copenhagen
Offered By: Unity via YouTube
Course Description
Overview
Explore an in-depth overview of physics systems and workflows in Unity's Data-Oriented Technology Stack (DOTS) in this 46-minute conference talk from Unite Copenhagen. Gain insights into the design considerations behind Unity Physics, understand its differences from Havok Physics, and learn how both solutions express concepts familiar to users of classic GameObject-based physics. Discover content authoring workflows for DOTS physics and delve into the basics of DOTS physics architecture and game code layer to optimize performance in DOTS-based projects. Speaker Adam Mechtley from Unity Technologies covers topics including the rationale behind multiple physics engines, stateless physics built with HPC#/Burst, Unity Physics design objectives, main run-time components and systems, BuildPhysics World query groups, advanced features, and PhysicsShapeAuthoring enhancements. Gain valuable knowledge on compound colliders and near-term developments in Unity's physics ecosystem.
Syllabus
Intro
Overview
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Roundtables!
Why more physics engines?
Stateless physics built with HPC#/Burst
A partnership is born!
What do "vast majority of games" need?
Unity Physics design objectives
Common low-level physics data protocol
What are the main run-time components?
What are the main run-time systems?
What are the BuildPhysics World query groups?
Is there more advanced stuff?
One authoring format to rule them all
PhysicsShapeAuthoring enhancements
What do things turn into?
"Maybe" they convert into Physics Collider?
Why should I make compound colliders?
Near-Term
Taught by
Unity
Tags
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