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by reitzensteinm
444 days ago
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Depending on a bunch of factors of how this data is accessed and actors are laid out in memory, it may be more cache friendly which could yield substantial speedups. Or it could do next to nothing, as the data is multiple cache lines long anyway. |
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If you actually have a million of something you're better off writing a custom manager thing to handle the bulk of the work anyway. For instance, if you're doing a brick building game where users might place a million bricks - maybe you want each brick to be an Actor for certain use cases, but you'd want to centralize all the collision, rendering, update logic. (This is what I did on a project with this exact use case and it worked nicely.)