Re: sparse components

Leander Hasty <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
On Fri, May 28, 2010 at 10:44 AM, Richard Fabian <[email protected]> wrote:
> [...] In my component system, I oriented the component processing to a per
> component type rather than per entity, which meant I was keeping the I cache
> warm all the time.

Last year, I attended a lecture by Dr. Johannes Gehrke on Data-Driven
MMO design -- the group he works with at Cornell has been leveraging
some of the work done by academia and industry on optimizing SQL
operations (query transforms, various join optimizations, simplifying
or rearranging transactions, etc) to get better data-parallelism and
scalability in general for games and simulations.

   http://www.cs.cornell.edu/bigreddata/games/

...might be an interesting resource.  There were rough edges to the
"SGL" language he demonstrated, but some promising concepts.

-- 
Leander
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