~/talk

C++ Data Structures That Make Video Games Go Round

Talkat CppCon 2024 · on Friday, 2024-09-20· at 14:45· Cottonwood 8/9, 6700 North Gaylord Rockies Boulevard· [databases]
links:none on file
slides:none on file

Claims that std::vector gets you by 90% but the hard 10% needs custom containers, then shows concrete solutions: an open‑addressing hashmap using Robin Hood hashing for cache friendliness, chunked pools with a free list and versioned chunked pools for stable pointers and O(1) reuse, skip fields to iterate empty slots without branching, quadtrees/octrees for view‑culling (node capacity 4) giving ~O(log n) search, and a DAG for frame passes (Kahn’s algorithm) to reduce memory barriers and synchronization.

AI-written summary · about

  1. 0:00Introduction
  2. 1:02Game engine architecture
  3. 2:37Engine initialization
  4. 4:46Resource registry
  5. 6:30Open addressing hash maps
  6. 8:10Robin Hood hashing
  7. 12:05Memory management
  8. 16:02Free lists and pools
  9. 17:37Index and versioning
  10. 20:05Colony data structure
  11. 22:38Gameplay systems
  12. 26:01Spatial partitioning
  13. 30:36Frame rendering
  14. 33:02Dependency graphs
  15. 35:03Topological sorting
  16. 42:16Q&A
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