Mathieu Ropert: Data Storage in Entity Component Systems

  Рет қаралды 2,167

SwedenCpp

8 ай бұрын

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/events/296321037
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

Пікірлер: 8
@dave7244
@dave7244 6 ай бұрын
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
@RictorScale
@RictorScale 3 ай бұрын
This is a great talk, will show to others
@Roibarkan
@Roibarkan 8 ай бұрын
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 8 ай бұрын
1:01:41 Michele Caini’s talk: kzbin.info/www/bejne/jXOYk4WBgKyFi80
@Roibarkan
@Roibarkan 8 ай бұрын
30:21 Mike Acton’s talk: kzbin.info/www/bejne/qImTeqeMerudfsU