I used to believe this seemingly obvious truism, but it turns out that it's not at all easy to rewrite your entire architecture when it's slow by design, especially if the design flaws are baked into the public API.https://twitter.com/BrianGoetz/status/1246054109762990087 …
Even in the game case it's a small (in the LOC sense, compared to the whole engine, or more extremely, the whole game) core part of the engine. It's not just AAA games. There's heavily optimized parts of crucial libraries (e.g. compression, hashing, video).
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Databases (RDBMSs to some degree, but vectorized column stores for analytics much more), for example. But plenty other code too.
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I can't find the paper I was thinking of just now, but https://ir.cwi.nl/pub/27565/27565.pdf … touches a bit on it.
End of conversation
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