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    Anders Stenberg (sonnybonds@mastodon.gamedev.place)'s status on Saturday, 28-Dec-2024 20:59:26 JST Anders Stenberg Anders Stenberg

    Continuing my UI experiments but in C++ land now.

    Experimenting with an ECS-ish structure with data stored in separate arrays identified by id. Not sure it makes sense since most interaction with the data is not linear iterations, so I don't know how much data locality matters.

    Currently putting the data in maps and I don't love having to worry about hash lookup being a cost. Could use array, but that comes with other issues.

    Maybe should just go back to pointer tree of heterogenous objects.

    In conversation about 5 months ago from mastodon.gamedev.place permalink
    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Saturday, 28-Dec-2024 20:59:24 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to

      @SonnyBonds I imagine most UI has one major bulk access pattern and that’s for drawing; but it’s likely to be a tree traversal rather than linear. Updating / interacting is likely tree structured too. Perhaps you could make ECS arrays work by ordering everything by tree traversal order (depth or breadth depending on preference) and iterating directly on that. But insertions will be a pain

      In conversation about 5 months ago permalink
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      Anders Stenberg (sonnybonds@mastodon.gamedev.place)'s status on Saturday, 28-Dec-2024 23:15:11 JST Anders Stenberg Anders Stenberg
      in reply to
      • The Seven Voyages Of Steve

      @sinbad Yeah. Drawing, layout and overlap queries iterate but in tree order like you say, which may or may not be linear-ish depending on how the tree is created.

      In conversation about 5 months ago permalink

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