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コメント (9)

smallstepforman6時間前
The GPU loves arrays of structures AoS, since all vertex data fits in its triangle assembly cache. Once given to the GPU, the software side doesnt really care for all vertex parameters so this optimisation is pointless. Only relavent when you have instance rendering (leaves, grass) but then you only need an array of vec3’s, not the other parameters so back to normal arrays.

Meanwhile, game engines need operator overloading for adding/multiplying vectors (spatial transforms, lighting, physics) and core zig design philosophy prevents operator overloading.

Blind leading the blind. Disclaimer - I do professional rendering engines.

Sweepi8時間前
OT: I just spend a few minutes searching for the source of the "Not all CPU operations are created equal" slide of the linked presentation (Andrew Kelley - Practical DOD), its here:

https://6it.dev/blog/infographics-operation-costs-in-cpu-clo...

blt51分前
After that build-up, I was hoping to see a toy implementation of a method or two for `MultiArrayList`.
hiccuphippo7時間前
trymas7時間前
Slightly related recent HN post: https://news.ycombinator.com/item?id=48382382
binaryturtle7時間前
I'm just seeing a "410 Gone" error on the linked site (same happens to the parent URL too).
Thaxll7時間前
This is what games do with ECS.
nejam5時間前
Jfpe?
nejam5時間前
Jdoemhoe