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Question by MacMC · Sep 25, 2018 at 04:39 AM · componentmultithreadingstruct

Is it possible to use a "hybrid" of BOTH Hybrid and Pure ECS?

Bare with me, I'm still learning Entity Component Systems and Unity documentation. I wasn't sure how else to ask this nor did I find any information on the subject. I'm not a programmer by trade either so a lot of it goes over my head.

As I understand it, the latter uses cache CPU and job systems. I'm working on an instance-heavy Bullet Hell game so using Pure ECS / lightweight structs / multi-threading is ideal from what I've found.

But, I'm not capable of rolling my own animation and character physics systems (pretty much anything that isn't simple bullet motions) So, I'm wondering if I can combine the two. Use a Job solely for the bullets movement and collsion, and then the GameObjectEntity approach elsewhere.

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