3 ms·
Worth noting is that there is a v2 branch of Ogre, which is a near-full rewrite aimed at fixing these issues [1]. It was, I think, more than 5 years ago that M
by thegeomaster 7y ago
Worth noting is that there is a v2 branch of Ogre, which is a near-full rewrite aimed at fixing these issues [1].
It was, I think, more than 5 years ago that Matias Goldberg wrote the first demo of what speedups are possible in Ogre by following a data-oriented approach: contiguous structures, eliminating excessive branching, structure-of-arrays layouts, etc. I'm happy it's grown into something pretty usable today (from what I see).
Now it seems that all this is the standard industry wisdom, but I feel like at the time people were only slowly realizing the real cost of all those vtable lookups and abstractions.
[1]: http://wiki.ogre3d.org/tiki-index.php?page_ref_id=2191 http://wiki.ogre3d.org/tiki-index.php?page_ref_id=2191
- BubRoss 7y agoOgre has been around for a while and not only were people less aware of pointer chasing issues, they weren't as much of an issue relative to the full speed of the cpu.