for game development you might want to read about 'entity
component systems' and 'data oriented design'.

some links:

http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/

http://blog.lmorchard.com/2013/11/27/entity-component-system

http://www.randygaul.net/2013/05/20/component-based-engine-design/



On Friday, 10 January 2014 at 08:15:47 UTC, Kira Backes wrote:
On Friday, 10 January 2014 at 08:04:49 UTC, Andrei Alexandrescu wrote:
Well you've contributed the inspirational part, per my last post :o). In truth I'd be planning it for a while, but since you just wrote this was a good time.

Andrei

Great news! Then please tell me as soon as I can help with *anything* (be it test-driving your implementation, documentation, writing unit tests, fixing bugs, writing articles and maybe even implementing a part of it, and so on)

I’ve done some testing with the current GC and the current stop-the-world latency is acceptable until about 50,000 objects, but I’ll probably need a lot more than that for the MMORPG server. Right now I’m using the GC for everything, which is the right approach I think to not do premature optimizations ;-) When the project is about to go live (scheduled end of 2014) I hope the GC is improved enough so it can just stay like it is (and I’d gladly publish benchmark numbers and write articles about the improvements). Only as a last resort would I move resources to manual memory management. So I really hope we can improve this until the end of 2014 and as I said I’ll help with anything I can.


rgds, Kira Backes

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