Building Outside the Engine - How and Why to Use Your Engine Only for Display and User Input
summary
Argues for keeping game logic as a pure C# DLL and using Unity only for display and input, with message-passing event lists between them; core simulation is 2,082 lines vs Unity’s ~13,592, runs as a headless verifier on a lightweight stats server, and supports analytics and reuse. The simulation exposes 37 concrete event types, is covered by 482 unit tests, stores 500 recent steps, and enables a rewind in three days feature that works. Benefits: easier refactoring, fast server verification, compact logic, and reliable testing.
AI-written summary · about
chapters (9)
- 0:00Introduction
- 1:56Build outside engine
- 5:52Decoupling core logic
- 11:10When this architecture works best
- 14:38C# logic and Unity
- 22:17Analytics and events
- 25:04Time travel feature
- 30:40Summary
- 31:00Q&A
related talks
32mUnity + HTML5 = Isomorphic Game Engine?
43mIntroduction to Data-Oriented Design in Unity
43mClosing Keynote
26mClear Architecture in the small
59mThe path to leveraging DOTS in production
21mLessons from Building a game engine from scratch in Gleam
31mBenefits and Pitfalls of Using Gameplay Abilities Framework
41mBuilding Tools Quickly: Blueprints, Menus, Utilities, and Widgets
