> In a sane world, the entire description that you gave falls squarely under "generic computers doing generic computer things".
That archetype stuff is so out of the norm that it took me a long time to grok how to work with it in Unity. It's most certainly not "generic computers doing generic computer things" and I've never seen it elsewhere, so I'd guess it would be quite defensible in court especially now that they have a patent.
Not sure what you're on about, but if it's a valid concern I'd pick a better example than this specific piece of tech (granted that one tiny snippet from the patent might not portray what the tech is or how it's unique).
Edit: seems like there is some confusion here about ECS and how archetypes are implemented in DOTS. ECS and archetypes are not synonymous, so I’m not sure what to tell you when you claim they are.
But I’m also not sure how downvoting me is helping here. I guess community consensus is that archetypes and ECS are the same thing, in which case Unity will have an uphill battle ahead.
ECS is bog standard in a lot of smaller game engines. It’s not new, I first worked with it ~2010 while hacking some Flash stuff together, and I use it frequently when I hack together games in other engines. I’m really baffled by how Unity would be able to patent this.
Archetypes are a conceptually simple implementation optimization (group similarly-populated objects) not unique to ECSes - e.g. v8 organizes javascript objects based on their "shape" (again, grouping similarly-populated objects, based on their "properties" instead of their "components") (2017 article: https://v8.dev/blog/fast-properties .)
You can add all kinds of automagic parallelizing and filtering libraries (which I imagine have some overlap with database query optimization and scheduling in their fundamentals), but the basics are incredibly trivial - to the point where you might re-invent it by accident without knowing it has a name.
Yeah I had never heard of ECS until about a year ago, yet if you could look at the whiteboard on my wall from 2 years ago you'd find a diagram for a primitive version of an ECS I came up with as a hypothetical. Idk understand how tf that could be patentable if its something a former 2.7 gpa CS student could come up with on a whiteboard.
I thought archetype-based ECS was the standard way to implement an ECS. Typically using bitsets or something to define an archetype.
But I may just not be understanding what an archetype represents exactly. My only real experience with ECS, besides implementing a crude one around 2011 for fun, is EnTT, which specifically advertises itself as not being archetype-based as one of its key differentiators.
Its likely I just don't quite understand archetypes though.
That archetype stuff is so out of the norm that it took me a long time to grok how to work with it in Unity. It's most certainly not "generic computers doing generic computer things" and I've never seen it elsewhere, so I'd guess it would be quite defensible in court especially now that they have a patent.
Not sure what you're on about, but if it's a valid concern I'd pick a better example than this specific piece of tech (granted that one tiny snippet from the patent might not portray what the tech is or how it's unique).
Edit: seems like there is some confusion here about ECS and how archetypes are implemented in DOTS. ECS and archetypes are not synonymous, so I’m not sure what to tell you when you claim they are.
But I’m also not sure how downvoting me is helping here. I guess community consensus is that archetypes and ECS are the same thing, in which case Unity will have an uphill battle ahead.