Jay and Matt take a deep dive into Unity's upcoming ECS and why its data oriented design is important.

Breakdown * 2:06 - Personal experiences with mice and bats in the home * 8:31 - Discord server * 13:02 - Optimized code vs easy to use code * 20:06 - Reactive vs Pure ECS * 25:45 - Benefits of data oriented design and caching * 32:13 - Unity job system * 37:14 - C# managed memory and blittable types * 42:54 - limitations you must follow when using Unity ECS and job system * 50:51 - Jay's tips for Unity ECS hybrid mode * 55:51 - Matt's thoughts on Super Smash Bros. Ultimate * 1:04:22 - Jay's thoughts on Marvel's Spider-Man * 1:13:47 - Matt recommends playing Total Chaos

Links * Unity video about caching - great info about how caching works * Blittable types - if you want to actually know what blittable types are * Total Chaos - indie game Matt recommends * Game Maker's Toolkit Skill Trees video - referenced when talking about Spider-Man * Spider-Man Animation Anaylysis - another Spider-Man video we referenced