Data-oriented design is a paradigm that boils down programming to transformations of data. Treating software in this way allows programmers to make better use of modern computing hardware, where transferring memory from RAM to the CPU cache is very slow and operating on large chunks of sequential ...
I've been building my game with a data-oriented design approach after experiencing the pitfalls of object-oriented the first two times I tried to build it. My RenderSystem owns it's own data and is ...
I am new to data oriented design and I am currently developing a physics engine as a hobby project. I am really interested in data orinted design but I am not sure how to apply data oriented design to ...
I'm almost sold on the concept of a data oriented engine -- however, one thing still eludes me. If we pack the data from a large level into huge arrays and go over them, any visibility system that we ...
Over every entity system I see implemented in C++, or even in Java/C# (e.g. the Artemis framework). I see components not allocated via a new operator (or something similar, e.g. std::make_shared). For ...
Whilst working on examples and upgrades for my C++ Entity System, something randomly caught the attention of my mind, by surprise: duplicate data. What I'm referring to is how an entity system that ...
I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on ...
I've just learned basics of Data oriented programming design, but I'm not very familiar with that yet. I've also read Pitfalls of Object Oriented Programming GCAP 09. It seems that data oriented ...