~/talk

C++ Game Development - Techniques to Optimise Multithreaded Data Building

Talkat CppCon 2024 · on Tuesday, 2024-09-17· at 15:15· Spruce 3/4, 6700 North Gaylord Rockies Boulevard· [rust]
links:none on file
slides:none on file

Build system runs on a job/task system on a 16‑physical‑core (32 logical) PC and processes tens of millions of nodes stored in a compact spatial structure. A custom grid cache (fixed-size sparse grid with a spill‑over cell and flat_map storage) reduces repeated IO and lookups. Sorting optimization extracts small sort keys into a secondary array and halves sort time on large data sets. Replacing spinlocks by serializing the save phase via job‑chaining instead of mutex contention cuts wall‑clock build time (example: saving contention drops overall run from ~12s to ~9s). C++17/20 implementation; techniques are practical and proven.

AI-written summary · about

  1. 0:00Multithreaded data building intro
  2. 6:25What is data building
  3. 11:06Game vs data code differences
  4. 20:49Spatial data with grid cache
  5. 25:03Sorting large arrays efficiently
  6. 31:34Avoiding thread blocking
  7. 39:31Optimization techniques summary
  8. 40:54Q&A
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