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The Mike Acton & co C++ gamedev targeted data oriented design campaign is good and deserves credit but data representation/layout emphasis was old hat in other
by fulafel 4y ago
The Mike Acton & co C++ gamedev targeted data oriented design campaign is good and deserves credit but data representation/layout emphasis was old hat in other domains perf work before that. And since the "memory wall" has been talked about a lot much earlier, the fact that memory/cache is the bottleneck was inevitable. Thus the need to start programming around that absent hardware inventions to solve it.
Game programmers hit this on consoles due to facing platforms with relatively slow/tricky memory a bit earlier than PC devs (Cell processor[1]). But HPC programmers had by then been worryign and programming around the problem for longer, since the extinction of SSI vector supercomputers and transition to message passing clusters. (Also the data oriented design movement is only partly about this, and much about other C++ / programming / measurement etc ideas)
I was searching for older memory wall discussions and found at least this from 1994: https://www.eecs.ucf.edu/~lboloni/Teaching/EEL5708_2006/slides/wulf94.pdf https://www.eecs.ucf.edu/~lboloni/Teaching/EEL5708_2006/slid...
[1] in fact if you browse some of Mike Actons slides you can see his username on slideshare is "cellperformance" - eg https://www.slideshare.net/cellperformance/data-oriented-design-and-c https://www.slideshare.net/cellperformance/data-oriented-des...