Volume 5 (2), December 2022, Pages 183-192

Rustam Eyniyev

Azerbaijan State Oil and Industry University, Baku, Azerbaijan, This email address is being protected from spambots. You need JavaScript enabled to view it.


Every day the gaming industry is developing faster and faster. Especially the popularity of games increased during the pandemic, as many people were forced to stay at home for a long time and play games in their free time. With the increasing popularity of games, the requirements for the games themselves also increase. As a result, modern games require large computer resources. However, not all people can afford to buy computers with the most expensive video cards, many expensive CPUs, and many RAMs and other components. In order to make games accessible to users with weaker devices, developers have few options. At the moment, there are two main ways to solve this problem. The first is to host games on the cloud, and the second is to optimize games for weaker devices. To optimize games, you can use various methods, including a package Job System for Unity. The Job System is one of the main components for working with threads in an Entity Component System (ECS). Also, in the future, in games with the Unity engine, parallelization between weak devices and High-Performance Computing (HPC) technologies will be combined and implemented using cloud technologies. In the future, when this happens, it will help developers, gamers, and even companies providing cloud services.


Game development, Unity, Multithreading, Entity Component System, Job System, High Performance Computing, Cloud Technologies.




Bar-El, D., & E. Ringland, K. (2020, September). Crafting game-based learning: An analysis of lessons for minecraft education edition. In International Conference on the Foundations of Digital Games (pp. 1-4).

Borufka, R. (2020). Performance testing suite for Unity DOTS [Master’s thesis, Charles University - Prague] https://dspace.cuni.cz/bitstream/handle/20.500.11956/116800/120352992.pdf?sequence=1&isAllowed=y

Britt, K. A., & Humble, T. S. (2017). High-performance computing with quantum processing units. ACM Journal on Emerging Technologies in Computing Systems (JETC), 13(3), 1-13.

Chanana, N. (2021). Employee engagement practices during COVID‐19 lockdown. Journal of public affairs, 21(4), e2508.

Engberg-Pedersen, A. (2017). Technologies of Experience: Harun Farocki’s Serious Games and Military Aesthetics. Boundary 2, 44(4), 155-178.

Ford, T., John, A., & Gunnell, D. (2021). Mental health of children and young people during pandemic. bmj, 372.

Ghanbari, S. (2019). Priority-aware job scheduling algorithm in cloud computing: A multi-criteria approach. Azerbaijan Journal of High Performance Computing, 2(1), 29-38.

Hoopes, S., Pham, T., Lindo, F. M., & Antosh, D. D. (2020). Home surgical skill training resources for obstetrics and gynecology trainees during a pandemic. Obstetrics and gynecology.

Imran, N., Zeshan, M., & Pervaiz, Z. (2020). Mental health considerations for children & adolescents in COVID-19 Pandemic. Pakistan journal of medical sciences, 36(COVID19-S4), S67.

Ismayilov, E. (2022). Cloud Security: A Review of Current Issues and Proposed Solutions. AzJHPC, 5(1), 52-56.

Johnson, M. R., & Woodcock, J. (2019). The impacts of live streaming and Twitch. tv on the video game industry. Media, Culture & Society, 41(5), 670-688.

Khasawneh, M. A. S. (2021). The Effect of Using a Language Games-Based Electronic Program on Acquiring Oral Expression Skills among People with Learning Difficulties in English Language during Covid-19 Pandemic. MANAZHIM, 3(2), 136-150.

Markopoulos, E., Ye, C., Markopoulos, P., & Luimula, M. (2021, July). Digital museum transformation strategy against the Covid-19 pandemic crisis. In International Conference on Applied Human Factors and Ergonomics (pp. 225-234). Springer, Cham.

Marty, P. F., & Buchanan, V. (2022). Exploring the Contributions and Challenges of Museum Technology Professionals during the COVID‐19 Crisis. Curator: The Museum Journal, 65(1), 117-133.

Nieto-Escamez, F. A., & Roldán-Tapia, M. D. (2021). Gamification as online teaching strategy during COVID-19: a mini-review. Frontiers in psychology, 1644.

Park, S., & Kim, S. (2021). Is sustainable online learning possible with gamification?—The effect of gamified online learning on student learning. Sustainability, 13(8), 4267.

Rezaei, F., & Ghanbari, S. (2021) Trust Base Job Scheduling in Cloud Computing. AzJHPC, 4(1), 39 – 47.

Rico, A., Joao, J. A., Adeniyi-Jones, C., & Van Hensbergen, E. (2017, May). ARM HPC Ecosystem and the Reemergence of Vectors. In Proceedings of the Computing Frontiers Conference (pp. 329-334).

Scerbakov, A., Pirker, J., & Kappe, F. (2022, January). When a Pandemic Enters the Game: The Initial and Prolonged Impact of the COVID-19 Pandemic on Live-Stream Broadcasters on Twitch. In HICSS (pp. 1-10).

Senevirathne, S. G., Kodagoda, M., et al. (2011). Application of serious games to sport, health and exercise.

Sengupta, B., & Das, A. (2017). Use of SIMD-based data parallelism to speed up sieving in integer-factoring algorithms. Applied Mathematics and Computation, 293, 204-217.

Sillaots, M., Fiadotau, M., et al. (2020, October). Methodyca: A Digital Game to Teach Research Methods. In Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society (pp. 1-4).

Sillaots, M., Jesmin, T., Fiadotau, M., & Khulbe, M. (2020, September). Gamifying Classroom Presentations: Evaluating the Effects on Engagement Across Demographic Factors. In European Conference on Games Based Learning (pp. 537-XIX). Academic Conferences International Limited.

Sipiyaruk, K., Hatzipanagos, S., Reynolds, P. A., & Gallagher, J. E. (2021). Serious games and the COVID-19 pandemic in dental education: an integrative review of the literature. Computers, 10(4), 42.

Srinivasan, S., Kettimuthu, R., Subramani, V., & Sadayappan, P. (2002, August). Characterization of backfilling strategies for parallel job scheduling. In Proceedings. International Conference on Parallel Processing Workshop (pp. 514-519). IEEE.

Stuijfzand, S., Deforges, C., et al. (2020). Psychological impact of an epidemic/pandemic on the mental health of healthcare professionals: a rapid review. BMC public health, 20(1), 1-18.

Usher, K., Durkin, J., & Bhullar, N. (2020). The COVID‐19 pandemic and mental health impacts. International journal of mental health nursing, 29(3), 315.