Game Engine Containers – handle_map
11–17 of 17 posts
Re: Game Engine Containers – handle_map
#12Do any languages have compilers that do this (semi-)automatically? Data layout optimizations are really lacking in the current state of compilers.
Re: Game Engine Containers – handle_map
#13Do any languages have compilers that do this (semi-)automatically? Data layout optimizations are really lacking in the current state of compilers.
Re: Game Engine Containers – handle_map
#14Do any languages have compilers that do this (semi-)automatically? Data layout optimizations are really lacking in the current state of compilers.
Re: Game Engine Containers – handle_map
#15If you are at the point of inventing a more complex structure to compensate for programmer mistakes and/or malpractice, I suspect you should fire or reassign people instead of coding this.
But meh, I'm probably getting too old/grumpy... lol
Re: Game Engine Containers – handle_map
#16You should use maps in game engines parsimoniously and when you do, use integer keys like a hash or something. This should be evident for any game programmer. If you are at the point of inventing a more complex structure to compensate for programmer mistakes and/or malpractice, I suspect you should fire or reassign people instead of coding this. But meh, I'm probably getting too old/grumpy... lol
Re: Game Engine Containers – handle_map
#17You should use maps in game engines parsimoniously and when you do, use integer keys like a hash or something. This should be evident for any game programmer. If you are at the point of inventing a more complex structure to compensate for programmer mistakes and/or malpractice, I suspect you should fire or reassign people instead of coding this. But meh, I'm probably getting too old/grumpy... lol
STL containers aren't the most optimized things for game programming ever... otherwise the EASTL[0] wouldn't be a thing. [0] https://github.com/electronicarts/EASTL
I agree eastl is cool, I clearly remember smilling when it first came out.