Re: Hitting 60 Hz in Unreal Engine 3 (was: bothering with C# for 3D)
Tony Albrecht <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
Thanks - I'm glad you liked it. Yes, the title is intentionally contentious but it is a pattern that results from OO design where you focus on the code over the data, and as such, is something I see far too often. Hopefully it will convince some coders to think more about their data layout when designing high performance systems. On 13 February 2010 08:54, Richard <[email protected]> wrote: > > 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. > _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com