Re: Software Architecture/Design
Mat Noguchi <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <D7F4D9E414140644BF099886C28C6636299D42B94A@bngexchange01.bungie.bng.local> |
Ø I wonder what direction change sweng would take if suddenly gigs of register-fast memory turned up in all devices... That would be strictly more powerful than CPU time, so all sorts of fun stuff would happen. MSN From: [email protected] [mailto:[email protected]] On Behalf Of Alex Lindsay Sent: Tuesday, June 08, 2010 5:22 PM To: [email protected] Subject: Re: [Sweng-Gamedev] Software Architecture/Design On Wed, Jun 9, 2010 at 9:20 AM, Tom Plunket <[email protected]<mailto:[email protected]>> wrote: Anyway- this is a very strange discussion to me, having been steeped in writing OO code in C, since obviously "the data knows nothing" and all of the transformations were functions that took an "object" and did some operation with it. It seems to me that at least part of this discussion, and in particular, the performance benefits, come from not writing functions that take an object and do an operation, but writing a function that takes a pile of objects and performing the same operation on all of them. If that means warping these ideas to fit the mindset of a 'traditional OO C++ programmer' i.e. someone who writes classes representing single objects, then maybe we should be telling them "hey, instead of making 'class Car', make 'class Cars' and keep all cars in there. Write member functions that act on all the internal cars and maybe return new instances of Cars." to shove them in the right direction, a direction currently dictated by slow memory and multiple CPU opportunities. I wonder what direction change sweng would take if suddenly gigs of register-fast memory turned up in all devices... Alex _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com