Gameplay components caching / Alexander Balakshin, Sperasoft

Описание к видео Gameplay components caching / Alexander Balakshin, Sperasoft

This session would be useful to engineers who work with component based game engines such as UE4, Unity and some proprietary ones. The presentation will cover problems of runtime stability, objects ownership and performance overhead of situations when one game component or a system needs an access to another game component. The following list of approaches will be compared: Getting a component of particular class from an entity. Raw pointer to a component Smart pointer to a component Custom structures such as component handles Complexity of implementation of these methods will also covered.

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