Implementing a semi-automatic structure-of-arrays data container

In performance-sensitive applications like games it is crucial to access data in a cache-friendly manner. Especially when dealing with a large number of objects of the same type, e.g. individual components in an entity-component-architecture, we should make sure to read as little data as possible. However, simple arrays-of-structures are often not suited for this, with structures-of-arrays yielding better performance. But the latter are not natively supported by the C++ language.

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Input Evaluation SDK available for download

I’m proud to announce that the first evaluation SDK for our input technology is now available! A new version of the core technology has also been released, with some minor additions and improvements.

Check out for more information on the input library. Further SDKs will follow during the next few months.

Adventures in data-oriented design – Part 2: Hierarchical data

One task that is pretty common in game development is to transform data according to some sort of hierarchical layout. Today, we want to take a look at probably the most well-known example of such a task: transforming joints according to a skeleton hierarchy.

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Building a load-balanced task scheduler – Part 4: False sharing

Even though a task scheduler can help with alleviating the burden of having to distribute small pieces of work to different threads, it cannot help preventing a few issues common in multi-threaded programming, especially in multi-processor environments.

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