Mathieu Ropert: Data Storage in Entity Component Systems

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  • Опубліковано 20 жов 2023
  • Entity Component System (ECS) is an architecture paradigm used in several games to achieve performance by nudging programmers towards data oriented paradigms. But your project doesn't necessarily need to use ECS to benefit from the tech behind it! In this talk, I will focus on explaining how ECS arrange your data to optimize for fastest iteration (and reasonably fast lookup) speeds across one or several components and how you can reuse similar data structures in your program to achieve similar results.
    Recorded at StockholmCpp 0x2A
    www.meetup.com/stockholmcpp/e...
    The event was kindly hosted by HiQ: hiq.se
    Visit SwedenCpp for more info about user group events and other news about C++
    swedencpp.se
  • Наука та технологія

КОМЕНТАРІ • 8

  • @RictorScale
    @RictorScale 2 місяці тому

    This is a great talk, will show to others

  • @dave7244
    @dave7244 5 місяців тому +1

    Thanks for uploading this. I've watched a bunch of videos around this and this is the one where it started to click for me :D

  • @Roibarkan
    @Roibarkan 7 місяців тому +2

    17:27 (slide 45) this SoA approach could have been taken to an extreme, to have a separate array for each of {x, y, z, dx, dy, dz, hp}. That approach will also allow better chances of SIMD vectorization of calculations

  • @Roibarkan
    @Roibarkan 7 місяців тому +3

    1:01:41 Michele Caini’s talk: ua-cam.com/video/WB5bRKKGRUk/v-deo.html

  • @Roibarkan
    @Roibarkan 7 місяців тому +2

    30:21 Mike Acton’s talk: ua-cam.com/video/rX0ItVEVjHc/v-deo.html