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by robmaister
2601 days ago
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Gamedev, but even then actually implementing the data structures is rare. And nothing outside of geometric/parallel data structures listed towards the end. I've had to use a concurrent priority queue once (locking a regular priority queue was too slow, dropped in a concurrent implementation), implemented kd trees a few times, and I've used half-edge once (a cousin of quadedges). Mainly doing graphics work. Often the naive data structures work better because there's less indirection and it's easier to vectorize. In my case, depending on how much GPU budget you have available, you can also just scrap the CPU implementation and throw it in a compute shader. |
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