8 ms·
This is known and heavily used by the game industry for a long time now. Ultimately it comes down to data locality and there's no silver bullet. Performance va
by hu3 6y ago
This is known and heavily used by the game industry for a long time now.
Ultimately it comes down to data locality and there's no silver bullet. Performance varies with your data access pattern and code must be adapted to keep caches as warm as possible.
There are also maintainability trade-offs. In general I'd advise this kind of optimization only for performance-critical code like games.
For more information on how game development approaches this, read about Entity Component Systems. Here's a good start: https://www.youtube.com/watch?v=JxI3Eu5DPwE https://www.youtube.com/watch?v=JxI3Eu5DPwE
- hu3 6y agoI like that my constructive comment is currently downvoted even below another that reads "Rust is a scam". Absolute state of the language's community. And yes, it happens specially on rust related posts. I'm not the first to write about this. Someone else's comment about jai received similar treatment. Good thing that on important technologies their communities tend to be friendly. As a niche language striving to become relevant, I'd adopt similar approach. As a consultant I get asked almost on a daily basis: what technology could solve my problem? Community is heavily weighted in that decision because once I deliver the project, my clients will invariably have to deal with the tech communities. Regardless, maturity problems like this currently rule it out anyway: https://www.reddit.com/r/rust/comments/iab9iv/i_must_be_doing_something_wrong_because_it_seems/ https://www.reddit.com/r/rust/comments/iab9iv/i_must_be_doin...