Data-Oriented Design and C++
summary
The claim is stark: transformation of data is the only purpose and common C++ idioms in console games actively impede that goal. Concrete examples show tight, performance-critical systems — rendering, animation, streaming, VFX — and dozens of in-house tools that must process huge streams of objects at frame rate. The talk demonstrates specific code patterns, measurable slowdowns, and compiler limitations that force design tradeoffs, plus what changed when data-oriented layouts and algorithms replace object-centric ones.
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chapters (5)
- 0:00Start
- 28:55A little review...
- 31:11L2 cache misses/frame
- 41:48Some common issues...
- 54:10Let's review some code...
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