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TimSweeneyEpic's profile
Tim Sweeney
Tim Sweeney
Tim Sweeney
@TimSweeneyEpic

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Tim Sweeney

@TimSweeneyEpic

Epic Games founder & CEO

epicgames.com
Joined August 2013

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    1. Arseny Kapoulkine‏ @zeuxcg 4 Sep 2018
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      Arseny Kapoulkine Retweeted Arseny Kapoulkine

      How this works: is-a in a single inheritance hierarchy = whether type is an ancestor of final type of object in a class tree. We store index of class in depth first traversal and subtree size = descendant count (0+). This reduces is-a to a range test, which needs 1 unsigned cmp.https://twitter.com/zeuxcg/status/1037140202412593152 …

      Arseny Kapoulkine added,

      Arseny Kapoulkine @zeuxcg
      This is how fish helped optimize Roblox. pic.twitter.com/REJH9049wS
      3 replies 8 retweets 69 likes
    2. Tim Sweeney‏ @TimSweeneyEpic 4 Sep 2018
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      Replying to @zeuxcg

      That’s awesome! I guess that doesn’t work if portions of the class hierarchy reside in DLLs that can be dynamically loaded at any time (the problem Unreal had to solve.)

      2 replies 0 retweets 6 likes
    3. Andreas Fredriksson‏ @deplinenoise 4 Sep 2018
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      Replying to @TimSweeneyEpic @zeuxcg

      You could rebuild this data dynamically on DLL load/unload which would presumably by much rarer than queries against it.

      3 replies 0 retweets 2 likes
    4. Arseny Kapoulkine‏ @zeuxcg 4 Sep 2018
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      Replying to @deplinenoise @TimSweeneyEpic

      You can also leave large gaps in the traversal indexes to provide space for future classes. E.g. skip 256 on initial construction, hope nobody registers more than 256 extra descendants anywhere in hierarchy.

      1 reply 0 retweets 2 likes
    5. Arne Schober‏ @Khipu_Kamayuq 4 Sep 2018
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      Replying to @zeuxcg @deplinenoise @TimSweeneyEpic

      That was what I was wondering too, because it is depth first, right? Also one could just use an u64 which has more than enough space for holes.

      1 reply 0 retweets 0 likes
    6. Arseny Kapoulkine‏ @zeuxcg 4 Sep 2018
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      Replying to @Khipu_Kamayuq @deplinenoise @TimSweeneyEpic

      Our current indexes (indices?) are 16-bit - even 32-bit should be more than enough with holes that no real codebase will hit :)

      1 reply 0 retweets 0 likes
    7. Andrew Scheidecker‏ @ThaLobsta 5 Sep 2018
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      Replying to @zeuxcg @Khipu_Kamayuq and

      A trick in this vein for a high-level language would be to transpose your vftables into per-method tables indexed by a relative class ID, and then pack the class ID into extra pointer bits: https://godbolt.org/z/oRwXzd 

      2 replies 0 retweets 5 likes
      Tim Sweeney‏ @TimSweeneyEpic 5 Sep 2018
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      Replying to @ThaLobsta @zeuxcg and

      I’m doing exactly that in my garbage collector / immutable collections experiment.

      12:17 PM - 5 Sep 2018
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      • Arne Schober
      0 replies 0 retweets 1 like

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