On Monday, 9 April 2018 at 00:25:21 UTC, solidstate1991 wrote:
On Saturday, 24 February 2018 at 07:12:21 UTC, Guillaume Piolat wrote:
From my experience a combination of the following is necessary:
- not having the audio thread registered
- using pools aggressively for game entities


Also you can save a lot of clockcycles if you put @nogc everywhere you don't allocate on the heap, the stack will be automatically cleaned up.

I'm currently thinking on restructuring the way my engine handles display lists on sprites (dynamic array contains the priority, multiple associative arrays for Coordinates, sprites, attributes), however if enabling exception handling in @nogc parts will enable associative array indexing, I'll just skip the whole procedure, otherwise probably moving the whole thing to rbtree.

Why... associative arrays? Wouldn't that become expensive when you hit 1,000s, or 10,000's of objects, for something as tiny as a coordinate (two or three floats) lookup?

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