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Replying to @cmuratori
For some reason, game companies think that as soon as networking or database stuff is involved, they have to start doing web shit and hiring people who do things that way. I don't understand why, it is obviously terrible, but it is what it is...
7 replies 4 retweets 134 likes -
Replying to @Jonathan_Blow @cmuratori
Just think, if it's this much faster from just swapping out the parser, how much faster would it get if they didn't store all this crap as loose nodes? I would guess it can be 10x faster than the fast version is, just by doing the normal sane video game thing.
4 replies 0 retweets 87 likes -
Replying to @Jonathan_Blow @cmuratori
What is the normal sane video game solution to this? Curious being a mostly web developer myself.
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Replying to @JoshClose @cmuratori
This data is going to be a bunch of records with known field names. You just transmit and load packed binary data, probably just using integers to refer to the field names so you don't need to allocate strings for that. You never reallocate the contents, you just load the
2 replies 0 retweets 22 likes -
binary package and then point into it for any strings that are in data / etc. This is approximately infinitely fast compared to what people usually do.
2 replies 0 retweets 16 likes
Details can change depending on what exactly needs to be done.
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I guess using something like protobuf or avro should do the trick
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