The 2013 StackExchange post [1] describes what is now commonly called an “archetype” based ECS architecture that was implemented as compile time archetypes in the author’s open source project in Feb 2018 [2]. A similar ECS model was described later in the June 2018 patent filed by Unity [3] and active since 2020.

It’s useful to bring visibility to the issue for the inevitable patent trolling that will occur in the future.

References:


  1. https://gamedev.stackexchange.com/questions/58693/grouping-entities-of-the-same-component-set-into-linear-memory/ ↩︎

  2. https://github.com/TeamHypersomnia/Hypersomnia/issues/264 ↩︎

  3. https://patentimages.storage.googleapis.com/a9/94/51/5f0ea9a1b97629/US10599560.pdf ↩︎

  • @Mikina
    link
    95 months ago

    They did that to Parsec. Their SDK was once an openly accessible and amazing alternative for Steam Remote, which (In my experience) worked better and was easy to integrate into Unity.

    Then Unity bought them, closed-sourced, and if you want access to the SDK, you have to ask for it and they have to approve it.

    We tried that three years ago, mentioning that we’re just a team of students working in school on a two-player only coop project that could really use a multiplayer we can’t implement.

    This is their response, and I’m still salty about it to this day:

    Thanks for reaching out about Parsec! You mentioned in your comments that you were interested in SDK. SDK starts out at $1million. I think upgrading to our Teams plan might assist with the lag issues you’re experiencing with your team. Our Teams subscription starts art $35 per user. Please let me know if you have any further questions you have.