Re: sparse components

Richard Fabian <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
On 31 May 2010 03:27, Warrick Buchanan <[email protected]> wrote:

>
> "Take your rogue-like for example; Are you really better off treating
> health regeneration as a separate component and incrementing all live health
> components at once, or since the health regen is such a trivial calculation,
> should that be rolled in with something else? Where do you draw the line?"
>
> This highlights that is all about the data - it doesn't matter if you are
> conceptionally using a component system or not.  Organise your data/struct
> of component data so that it only contains values that are useful at the
> same time and get that as tight as you can but don't beat yourself up if you
> can't get it completely perfect.  This all becomes even more important if
> you are working on a distributed system if you want to minimise data
> traffic.
>

I've found that just normalising the data structures into 3NF gave me a very
good starting point, and would take steps to organise the data into
"commonly read together" except for the fact that a struct of arrays doesn't
really need it as it automatically lends itself to cherry picking the memory
accesses.


-- 
fabs();
Just because the world is full of people that think just like you, doesn't
mean the other ones can't be right.

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