~/talk

Runtime optimization patterns - from games to your application

Talkat code.talks 2019 · 2019-10-24..10-25· [web-performance, game-development]
slides:none on file

Shows concrete patterns: using dirty flag to skip 49,400 unchanged entities in Cesium (50,000 cats, only ~600 update/sec) drops CPU from busy to under 2%; using an object pool (preallocate ~5,000 objects) removes allocation/fragmentation spikes for thousands of short-lived particle objects; reorganizing structures for data locality turns random-access passes that are ~90% slower into fast linear scans. Includes links to Cesium, Phaser examples and a memory-in-JS article.

AI-written summary · about

  1. 0:00Introduction
  2. 2:25Who am I
  3. 3:16Motivation
  4. 4:03Design patterns
  5. 7:41CPU
  6. 8:06CaesiumJS
  7. 8:24Washington DC
  8. 9:29Monitor
  9. 9:42Summary
  10. 10:10Rendering cycle
  11. 11:13General generalize
  12. 11:47Dirty flag
  13. 12:11Results
  14. 14:19Memory
  15. 15:43Memory allocation
  16. 16:45Fragmentation
  17. 17:41Object Pool
  18. 18:48Get New
  19. 19:20Pool
  20. 21:50Connection
  21. 22:10Bus
  22. 22:45Old Bus
  23. 23:14Cache
  24. 23:41Cache miss
  25. 26:23Data performance
  26. 26:58Motivation considerations
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