Writing a blog post on Data Oriented Design. Any skeptics want to share their worries/criticisms? Looking to address some of the most common ones.
-
Näytä tämä ketju
-
Vastauksena käyttäjälle @vengefularia
Not skepticism but I’d love to see ways for defining scheduled work. The ones I’ve seen haven’t felt that great so far. BTW, in rendering, the concept of render graphs / frame graphs is really similar to dod but for graphics/gpu. It’s uncannily similar, very weird.
1 vastaus 0 uudelleentwiittausta 4 tykkäystä -
Vastauksena käyttäjille @Atrix256 ja @vengefularia
You should check out my couple of blog posts on Mana Engine, a thread-safe game engine that is DoD and scheduled similarly to a frame graph. https://medium.com/@tloch14/mana-engine-achieving-thread-safety-1143dd3deae5 … I haven't kept up with the posts, so information is kinda light. HMU if you want to know more.
6 vastausta 6 uudelleentwiittausta 29 tykkäystä -
Continuing: What do you do about task thread affinities (to avoid trashing the cache)? What do you do about thread priorities? Do you have thread group based scheduling? And the biggest question of them all. How do you guarantee thread execution order independence?
3 vastausta 0 uudelleentwiittausta 0 tykkäystä -
Affinities: across two frames, a task may run on two separate threads each frame. Your cache is long gone by then. There are a lot of cases and it’s much more than 1 tweet. The more interesting bit is affinities between tasks inside vs outside the graph.
1 vastaus 0 uudelleentwiittausta 0 tykkäystä
Basically, if you have 8 cores and you spawn 32 async load/process tasks, the scheduler will reserve a configurable # of cores for the graph, and allow others to assist on loading. Makes sure the graph never gets choked out (gotta maintain fps).
Lataaminen näyttää kestävän hetken.
Twitter saattaa olla ruuhkautunut tai ongelma on muuten hetkellinen. Yritä uudelleen tai käy Twitterin tilasivulla saadaksesi lisätietoja.