Optimising Data Building In Game Development
summary
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.
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chapters (12)
- 0:00Data building intro
- 1:49What is data building
- 5:02Game code vs data code
- 10:28Minimize build time
- 14:45Parallel processing basics
- 18:45Balanced job sizes
- 20:34Pre-process world data
- 23:26Spatial queries with grid cache
- 34:57Parallel array sorting
- 42:07Avoid thread blocking
- 49:43Parallel init and cleanup
- 55:46Optimization summary
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