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