I have nothing against C#/.NET. I was just commenting on this particular optimization and the root cause (OOP practices = fine grained locks, fine grained allocs) that requires optimizations such as this.
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Problem = programming is not fun enough. Solution = use ISPC everywhere :)
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ISPC is heckin' cool; but it isn't applicable to very many platforms is it?
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Better perf for handling of lots of objects like crowds, etc. Example: Script to randomly scatter trees, select models base on terrain height, etc. I guess the new particle system can do some of this stuff.
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Successful data parallel apps like Houdini do this with graphs with code per node. Seems like this could be doable in unreal ala shader compilation.
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