There is something I don't get about ECS and DOD when it comes to performance, maybe twitter can help. It is often used as an argument that looping over game objects is faster, because you only loop over the data you need and they are lined up in memory (1/2).
I have a toy engine that uses templates to generare such dependencies. I have blogged about it here, although the information is not complete and possibly out of date (I am always improving it)https://medium.com/@tloch14/mana-engine-achieving-thread-safety-1143dd3deae5 …
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Eric Niebler just gave a talk at
#CppCon describing how when you give a scheduler the entire DAG up front, it can be the most optimal about running those tasks. The Mana engine does exactly this. Entire frame DAG is known at start up.Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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