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@zeux@mastodon.gamedev.place

2023-07-01 00:07 UTC

New blog post, "Efficient jagged arrays"! Here we go over a few steps that progressively optimize a fairly useful general "array of arrays" data structure to get to something that's low-overhead yet still simple. As usual, 🚀 appreciated! https://zeux.io/2023/06/30/efficient-jagged-arrays/

Replies (3)

  • @zeux@mastodon.gamedev.place it’d be nice if the post contained pictures of what the jagged arrays look like in memory at each step. It’d help with understanding and also make the post more skimmable. The post also doesn’t *clearly* state what the neat ideas are. I jumped to the conclusion and it doesn’t say either! I’m lazy and as written the whole post has to be read carefully and slowly to build the mental model.

    Open ##2494200

  • @zeux@mastodon.gamedev.place great post - I love it when you do these deep dives man!

    Open ##2494204

  • @zeux@mastodon.gamedev.place Added to my reading list! For a BSP builder in a hobby project I once wrote typedef std::string Polygon; to represent polygons as vertex index lists. I did it for the small string optimization and it worked fine. But the contents did look pretty weird in a debugger 😅

    Open ##2494207