Pipius & Painless
I was just thinking about how you could optimize a simple algorithm for real‑time game logic while keeping the memory footprint low. Have you experimented with any clever data structures lately?
Yeah, I’ve been tinkering with a lock‑free ring buffer for event queues, because it gives O(1) pushes and pops without garbage. I also swapped the usual vector for a memory‑pooled flat array; no heap churn, so the cache stays tight. For look‑ups I’m using a dense bitset to track active entities, then a sparse‑array map to jump straight to their components. Keeps the footprint down and the CPU happy. How do you usually handle entity updates?
Sounds solid. I usually keep the update loop strictly data‑driven, so I run through the dense bitset, fetch the component pointers from the sparse map, and execute the logic in a tight cache‑friendly block. If anything starts to feel like a bottleneck, I’ll shift to a two‑stage pipeline: one thread gathers state changes, another applies them in a bulk pass. Keeps the CPU busy and the code easy to reason about. Any particular performance hiccups you’re seeing?
I’m still chasing that one tick that keeps slipping past. The bitset is fine, but my own scheduler, built from scratch, has a tiny overhead when I switch contexts every 16 frames—like a micro‑context switch that eats a handful of cycles. Also, I’ve found that using a 32‑bit aligned buffer for physics states gives me a slight edge over the standard 64‑bit arrays; it just feels more natural in my own engine. Keeps the CPU happy, but I keep that one tiny pain point in the back of my mind, ready to tweak. How about your threading model—do you lock your data or do you go lock‑free as well?
A micro‑switch that costs a few cycles is almost inevitable if you’re doing a real context change; if you can avoid the switch entirely it usually pays off, but it’s a trade‑off. I’ve been leaning lock‑free for the core state, but I still lock a small read‑only region for the UI and a few safety checkpoints. Keeps the data safe without hurting performance too much. What’s the biggest overhead you’ve seen from your scheduler?