Data Oriented Design: Double Buffered Component Sets

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  • เผยแพร่เมื่อ 22 มี.ค. 2024
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ความคิดเห็น • 6

  • @mexicano1891
    @mexicano1891 หลายเดือนก่อน

    🎉

  • @krystofjakubek9376
    @krystofjakubek9376 2 หลายเดือนก่อน

    I would argue you dont actually want to insert/remove from both buffer. Insertion and deletion are both some modifications and modifying the current working set is exactly what we tried to avoid! Instead i would formulate it like so: you operate only current data, insert and remove as you please bur at the end of some period you copy everything (or synchronize in some other way) into the old buffer from where it may be safely read without worry of things changing

    • @GetIntoGameDev
      @GetIntoGameDev  2 หลายเดือนก่อน

      Fair point, I’m working on the assumption that no inserts will occur during updates, which won’t hold in all cases

  • @SkyFly19853
    @SkyFly19853 2 หลายเดือนก่อน

    you mean combining Mysql with the Python or C++ ?

  • @WhoLeb7
    @WhoLeb7 2 หลายเดือนก่อน

    Is it v-sync’ed or is something up with performance?

    • @GetIntoGameDev
      @GetIntoGameDev  2 หลายเดือนก่อน

      Something is indeed up with performance, a mesh of a million points probably shouldn’t be updated naively. 🤣