Question Will there be technology similar to Unity's Data-Oriented Technology Stack (DOTS) in the BRUTAL framework?

This thread is asking for help or information.
Nov 4, 2025
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While im not a game dev, i do try and follow the tech, one of my favourite technologies has been DOTS, it allows for simulation of hundreds of thousands of particles/objects with high frame rates. The universe sandbox devs have mentioned they are implementing it there, and while im not 100% sure i think its at the heart of Cities Skylines II too, it would be awesome to see similar tech in KSA, could allow for dense collision debris, or maybe even leveraged for parts.

Im guessing something similar is already going on in BRUTAL for it to be able to manage 60K+ parts, im just curious as to the differences, the thought of having that many parts to play with is really very exciting, and i would love to know more about this side of things, and about how the Devs plan to make use of this in KSA.
 
I don't know enough about DOTS to say if BRUTAL seems to have something similar (and I might not know enough about BRUTAL/KSA either, but I would need to know more about DOTS to know if my knowledge suffices), but I will note that the 60K+ number for parts is a theoretical maximum (65,535 is the largest number you can store in an unsigned 16 bit integer), not necessarily what the game will be able to handle performance/physics stability wise. We (including the devs I think) just don't know that yet.
 
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