“Without DOTS, I wouldn’t have been able to provide the experience that I imagined in my original design. In leveraging ECS for Unity, every enemy in Hostile Mars could run real-time Mesh Physics/Collisions, A* Pathfinding, and Local Avoidance, in addition to robust state systems, animations, weapon and projectile systems, high-quality VFX, particle systems, and more. To meet these demands, Jake turned to Unity’s Data-Oriented Technology Stack. In order to provide the players with the best possible experience, the game had to run performantly on a massive scale, supporting thousands of enemies simultaneously onscreen. Jake wanted to have large enemy waves while still achieving high-end visuals. When completing that final iteration of Hostile Mars, it was clear the game needed to use some sort of data-oriented programming model. He soon discovered the ideal balance between building, strategy, and combat, finally leading up to the one and only Hostile Mars. The more he evolved this idea, the more he narrowed his focus on creating a single-player base builder. Jake Jameson, founder of Big Rook Games, began by blending genres across multiplayer and single-player games – adding elements from puzzlers along with first-person shooters (FPS) and wave-based shooters.
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