RE: [GD-Consoles] what to do with little cash
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From: Mick W. <mi...@ne...> - 2003-02-25 01:35:10
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If you have little cash, you must invest wisely. The devil is in the details however. I'm sure many successful console developers have complex class heirachies, and lots of virtual functions. The virtual function overhead is reall not that bad, unless you are talking about really low level rendering components (you would not want, for example, to have a virtual "render" function for every polygon. The line has to be drawn, but it's open to experimentation. I've got a related question: (Assuming a PS2 style console) Given that you have game objects that are composed of various components (car = physics + collision + AI + script + sound, eg..). Is it better to process this "per-object" (where you iterate over the objects, and updated all its components), or "per-component" (where for each type of component, you iterate over each instance of the component type, and update it) Per-component might give you better usage of the I-Cache, but per-object might give you better D-Cache usage. Again, I suspect that "it depends", but has anyone thought about this? Anyone tried restructuring code one way or the other? Mick. -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Raymond L. Maple Sent: Monday, February 24, 2003 2:14 PM To: gam...@li... Subject: [GD-Consoles] what to do with little cash Hello! I have a question about programming a console that has a small cache. Now I'm new to this console so I don't know all the details about it except I've read from other people on this group about how the cache is very small and that you can stall the the system if you don't watch out. I was wondering if you could give me any tips and pointers about what to watch out for in a engine framework or composition. For example, I heard you want to avoid virtual functions because the vtable can cause a cache miss. The problem is I do mostly c++ with a good deal of virtual functions. Does this mean I can't use an object heirarcy with virtual or pure virtual functions? My main concern is that my engine layout is a pretty strict c++ implementation and I'm worried the performance will suffer. I've looked through the documention on the website provided for the console and I didn't see anything specific to my question but if you know of anything let me know. I appreciate your time and knowledge. Thanks, Raymond L. Maple WayForward Technologies |