Linked by MOS6510 on Thu 10th Jan 2013 23:25 UTC
Permalink for comment 548317
To read all comments associated with this story, please click here.
To read all comments associated with this story, please click here.
Features
Linked by Thom Holwerda on 05/21/13 21:38 UTC
Linked by Thom Holwerda on 05/20/13 11:29 UTC
Linked by Thom Holwerda on 05/18/13 21:33 UTC
Linked by David Adams on 05/16/13 4:23 UTC
Linked by Thom Holwerda on 05/11/13 21:41 UTC
Linked by Thom Holwerda on 05/08/13 14:22 UTC
Linked by Thom Holwerda on 05/02/13 15:28 UTC
Linked by Thom Holwerda on 04/29/13 21:06 UTC
Linked by Thom Holwerda on 04/24/13 22:24 UTC
Linked by Thom Holwerda on 04/18/13 11:21 UTC
More Features »
Sponsored Links



Member since:
2009-04-03
I have found Noel Llopis' Data-oriented design paper to be an eye opener. http://gamesfromwithin.com/data-oriented-design
With OO, it is easy to end up with a menagerie of objects all referring to each other with deep complexities. With data oriented design you tend to end up with flatter architectures and fewer dependencies.
I'm a game programmer, and I like his advice on how you could code most of your game engine subsystems as you would code your particle system.
With C, I feel more easily guided to data oriented, structures-of-arrays, instead of the OO and arrays of structures/objects.