Summary
Full Transcript
00:00 - Intro 00:37 - Game Performance 02:31 - Profiling Code 04:14 - Non-Obvious Performance Hits 05:50 - Important Optimizations 09:27 - Minimizing Data Structure Size 14:51 - Code Reuse and Modularity 16:09 - Minimize Dynamic Memory Allocation 19:05 - What is a Memory Pool? 20:56 - Cache Memory 31:59 - Cache Performance Example 39:43 - Cache Friendly Data 44:35 - ECS and Caching 47:15 - ECS Systems / Access Patterns 51:08 - ECS Memory Pool 1:02:07 - Memory Pool Example Memorial University - Computer Science 4300 - Fall 2024 Intro to Game Programming Professor: David Churchill - http://www.cs.mun.ca/~dchurchill/ This is a course for students interested in learning the fundamentals of game programming and game engine architecture. Topics include an introduction to: vector math for games, rendering, animation, and artificial intelligence, collision detection, game physics, and user-interfaces. Students will be writing fully functional games using an ECS (Entities, Components, Systems) architecture, using the C++ programming language and the SFML graphics library. Course Assignments / Files will not be released publicly
