Unity DOTS/ECS is powerful at processing huge amounts of operations. This performance relies on data lookup in continuous chunks, but what if you encounter dependencies between entities and have to jump between chunks? All entities should follow a moving target or entities should react to actions from another Entity? This post highlights how entities can interact with each other and what implications this has on performance.
INNOGAMES STORIES

Aspect Oriented Programming
When the requirements are given for a piece of software, they usually cover only a minor section of what the software should do and be. Aspect-Oriented Programming (AOP) provides a way to think about all the necessary, but not easily compartmentalized components of a software system.

DungeonBurst (Building DungeonKeeper with Unity ECS and Burst)
In this blog post I will demonstrate how to use Unity’s EntityComponentSystem as well as Burst compiled Jobs to build a dungeon builder game like the good old DungeonKeeper.
This awesome old game turned out to be the perfect example to show of some techniques that will hopefully help you to get into the mindset of DOTS and EntityComponentSystems.

Doing Quality Assistance Remotely
Is it possible to do Quality Assistance in the games industry remotely? Turns out it’s not that difficult.
Change is always scary, but at the same time essential for transforming an existing matter into something new and better.

Building a Custom Asset Pipeline for a Unity Project
What is an asset pipeline and how can you make asset integration more efficient, in a Unity project?
In this article I want to present our setup and give an introduction to developing custom tools, to help with some of the most common asset integration tasks.

Improving build times for Unity
In this article I want to take you on the journey of how we managed to reduce our mobile client build times from over one hour to about 20 minutes for God Kings.

The leadership challenges of today
Another team member resigned. The second one in the last three months… How can this be? Many managers are puzzled by similar situations and are confronted with this question in their daily business. High turnover is one of the most critical factors that cripple companies from reaching their full potential. Experience shows that this does […]

Boggy – The friendly QA Robot
When it comes to people working together to build great games, the right tools can make all the difference. We are using many tools on a daily basis. Two of these tools are JIRA, for task and issue tracking in our projects, and Slack for easy and fast communication across the whole organization. And while […]

How we Rewrote Wallet Using Test Driven Development
If you have been working as a developer for a while, you will almost certainly have come across legacy code. And you probably hated working on it. It is code that has been working fine the way it is for long enough that most of – if not all – the developers in your team […]

Automate your code reviews – SonarQube and Bitbucket integration for PRs
SonarQube is one of the various tools that can help in writing cleaner and safer software. The advantages of having SonarQube integrated with Bitbucket can be enormous. One of the many benefits is the possibility to agree to a set of coding standards and best practices and have an automated tool checking for violations of those rules and best practices. Also very helpful is the possibility to see these violations directly in the Pull Requests. This makes it easy to spot duplicated code, dead code, code smells, security vulnerabilities, and countless other helpful tips depending on the programming language of the project.