Timeline for Is std::deque the best option for storing my graphics objects?
Current License: CC BY-SA 3.0
10 events
when toggle format | what | by | license | comment | |
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Jul 11, 2019 at 14:38 | vote | accept | The Light Spark | ||
Jul 10, 2019 at 10:53 | answer | added | Ian Young | timeline score: 1 | |
Dec 2, 2014 at 0:46 | comment | added | Zan Lynx |
Can the modules that use pointers be changed to use indexes instead? Then you can use a vector and address objects by vector[index] instead of by pointer.
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Dec 1, 2014 at 1:03 | comment | added | Steven | Can you describe what this data is? Vertex and index buffers or something higher order? | |
Dec 1, 2014 at 0:19 | answer | added | Dan | timeline score: 2 | |
Nov 29, 2014 at 21:14 | history | tweeted | twitter.com/#!/StackGameDev/status/538803206374322176 | ||
Nov 29, 2014 at 19:11 | comment | added | Grimshaw | its sad that "premature optimization" became a hype thing to say.. Choosing the right data structures for the job is just part of being a good engineer. cache friendliness is extremely important in game development. I second what ratcher freak advises as an optimal solution for speed, but the deque is not a bad one either! | |
Nov 29, 2014 at 19:05 | comment | added | ratchet freak | besides that "take advantage of cpu caching"? sounds like you are trying to optimize prematurely, put a profiler on it and see what about rendering takes the most time and fix that | |
Nov 29, 2014 at 19:01 | comment | added | ratchet freak |
you could preallocate (vector::reserve(int) ) the vector
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Nov 29, 2014 at 16:55 | history | asked | The Light Spark | CC BY-SA 3.0 |