Re: Data oriented programming
Tony Albrecht <[email protected]> Thu, 30 Sep 2010 10:17:34 +0930
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
Hi Gabriel,
A lot of the work I do is related to optimisation of code or at least
producing code that has to perform well, so I use a lot of the concepts
mentioned in that paper extensively (and I should too, I wrote it :) ). The
key thing to consider is your data - how much of it you access and in what
order and where it goes. I find that just reordering data into contiguous
chunks has a positive effect, regardless of the state of the code using it.
Once the data is fixed, massaging the code that uses it into a better state
( SIMD becomes easier on contig data) improves performance even more.
Taking an existing code base and retrofitting DOD concepts into it can
create some pretty nasty code, but designing with data in mind right from
the start can produce maintainable, readable, extensible code that runs
fast.
-Tony
On 29 September 2010 19:01, Gabriel Sassone <[email protected]> wrote:
> Hi everyone,
> just wondering if anyone of you has some experiences with
> "Data-oriented programming" stuff.
> To push the limits of the PS3 you must use SPUs very well, and to do this I
> found that the "data-oriented programming" is really useful and let you
> create a very scalable framework.
> There are some papers around (the most know is probably the one from Sony):
>
>
> http://research.scee.net/files/presentations/gcapaustralia09/Pitfalls_of_Object_Oriented_Programming_GCAP_09.pdf
>
> I've experienced in small scale (on PS3) and found it really intriguing and
> performance wise.
> Also it is possible to use this mentality to improve performances on X360
> and PC, almost all platforms!
>
> What are your experiences with that?
>
> Thanks!
> Gabriel
>
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