Re: Hitting 60 Hz in Unreal Engine 3 (was: bothering with C# for 3D)
Mat Noguchi <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <D7F4D9E414140644BF099886C28C663627F5717FA7@bngexchange01.bungie.bng.local> |
Instead of the object that can do everything, you need the main() that does everything. MSN -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Richard Sent: Friday, February 12, 2010 2:25 PM To: [email protected] Subject: Re: [Sweng-Gamedev] Hitting 60 Hz in Unreal Engine 3 (was: bothering with C# for 3D) 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. -- "The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download <http://legalizeadulthood.wordpress.com/the-direct3d-graphics-pipeline/> Legalize Adulthood! <http://legalizeadulthood.wordpress.com> _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com