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by Pet_Ant
409 days ago
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> Oftentimes the data gets organized in parallel arrays (https://en.wikipedia.org/wiki/Parallel_array) instead of in collections of structs. This can save a lot of memory (because the data gets packed more densely) be more cache-friendly, and makes it much easier to make efficient use of SIMD instructions. That seems like something that could very easily be turned into a compiler optimisation and enabled with something like an annotation. Would have some issue when calling across library boundaries ( a lot like the handling of gradual types), but within the codebase that'd be easy. |
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* Everything should be random access(because you want to have novel rulesets and interactions)
* It should also be fast to iterate over per-frame(since it's real-time)
* It should have some degree of late-binding so that you can reuse behaviors and assets and plug them together in various ways
* There are no ideal data structures to fulfill all of this across all types of scene, so you start hacking away at something good enough with what you have
* Pretty soon you have some notion of queries and optional caching and memory layouts to make specific iterations easier. Also it all changes when the hardware does.
* Congratulations, you are now the maintainer of a bespoken database engine
You can succeed at automating parts of it, but note that parent said "oftentimes", not "always". It's a treadmill of whack-a-mole engineering, just like every other optimizing compiler; the problem never fully generalizes into a right answer for all scenarios. And realistically, gamedevs probably haven't come close to maxing out what is possible in a systems-level sense of things since the 90's. Instead we have a few key algorithms that go really fast and then a muddle of glue for the rest of it.