Re: Hitting 60 Hz in Unreal Engine 3 (was: bothering with C# for 3D)

Richard <[email protected]>
Newsgroups gmane.games.devel.sweng
Organization multi-cellular, biological
Message-ID <[email protected]>
In article <[email protected]>,
    Tony Albrecht <[email protected]>  writes:

> here<http://research.scee.net/files/presentations/gcapaustralia09/Pitfalls_of
_Object_Oriented_Programming_GCAP_09.pdf>-
> I deal with virtual functions from around slide 40. [...]

Tony, I just wanted to pop back and say thanks for that link.  I read
through the whole slide deck and now I understand that the real issue
is cache coherency and not just a simpleminded banishment of virtual
function calls, OOP, or whatever.

I think there's a design pattern in there, but I'm not sure how to
formulate it yet.
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