~/talk

Optimising Data Building In Game Development

Talkat ACCU 2025 · 2025-04-01..04-04· [game-development]
links:none on file
slides:none on file

Describes building a sparse 3D grid cache for fast spatial queries, a job system using counters to parallelize hundreds of small jobs, and moving file serialization onto its own dependent job to remove lock contention; extracts sort keys into a separate array to cut large-array sort time roughly in half on a 16-core/32-logical test machine; emphasizes output cache and content-hash + binary-determinism for reusing work, uses C++17/20 and profiles with Intel Vtune.

AI-written summary · about

  1. 0:00Data building intro
  2. 1:49What is data building
  3. 5:02Game code vs data code
  4. 10:28Minimize build time
  5. 14:45Parallel processing basics
  6. 18:45Balanced job sizes
  7. 20:34Pre-process world data
  8. 23:26Spatial queries with grid cache
  9. 34:57Parallel array sorting
  10. 42:07Avoid thread blocking
  11. 49:43Parallel init and cleanup
  12. 55:46Optimization summary
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.