Discover an efficient way to handle a list of dirty objects in real-time scenarios, particularly in game development with Unity, when dealing with 100,000 to 1 million items.
---
This video is based on the question https://stackoverflow.com/q/68971381/ asked by the user 'TCZ8' ( https://stackoverflow.com/u/3620788/ ) and on the answer https://stackoverflow.com/a/70029365/ provided by the user 'TCZ8' ( https://stackoverflow.com/u/3620788/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions.
Visit these links for original content and any more details, such as alternate solutions, latest updates/developments on topic, comments, revision history etc. For example, the original title of the Question was: What's an efficient way of maintaining a list of dirty objects or indexes when you have 100k to a Million objects/indexes?
Also, Content (except music) licensed under CC BY-SA https://meta.stackexchange.com/help/l...
The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license.
If anything seems off to you, please feel free to write me at vlogize [AT] gmail [DOT] com.
---
Efficiently Managing Dirty Objects in Large Data Sets for Unity Games
When developing a game with complex mechanics using Unity, one may encounter performance challenges, especially when managing a large number of objects. A common problem arises when you need to maintain a list of dirty objects or indexes - that is, objects that have been modified and thus need to be updated or re-rendered. If you're dealing with anywhere from 100,000 to a million objects, finding an efficient way to manage these updates can make a significant difference in your game’s performance.
The Problem: Managing Dirty Objects
In scenarios involving real-time updates, such as video games, it becomes crucial to minimize the overhead introduced when tracking which objects have changed. This is generally achieved by utilizing data structures that efficiently handle the modified flags of the objects. Here’s a brief overview of potential pitfalls some developers may encounter:
Using HashSet: Some developers opt for a HashSet<int> to store the indexes of modified objects, allowing for quick lookup. However, the internal operations of HashSet.Add() can become slow due to duplicate checks, especially when dealing with a high volume of modifications per frame.
Int Arrays for Dirty Flags: Another option people consider is an array of the same size as the total number of objects. An integer value of 0 may indicate a clean state, while a 1 indicates dirty. Yet, this approach requires numerous conditional checks that can degrade performance.
List of Dirty Objects: Maintaining a list that directly holds the modified objects also poses a challenge of needing to prevent duplicates, leading back to inefficiencies.
All these methods can add unnecessary overhead in terms of time complexity and potentially harm overall game performance.
The Solution: Dual Array Approach
After exploring various methodologies, a more effective solution has emerged. With high numbers of objects in real-time environments, implementing two arrays proves to be the key to efficient management of dirty objects. Here’s how it works:
1. Setup Dual Arrays
Value Array: This array holds the actual state or value of the objects.
Dirty Flag Array: This secondary array keeps track of whether an object is dirty (1) or clean (0).
By initializing both arrays ahead of time to match the size of your pool of objects, you pre-emptively allocate necessary memory and avoid the overhead of resizing collections as you go.
2. How It Works
Marking Dirty States: Whenever an object is modified, you set its corresponding index in the Dirty Flag Array to 1. There’s no need to check for duplicates; multiple modifications to an object do not affect this method's performance.
Processing Logic: During your game loop, you can easily filter through objects and only handle those flagged as dirty, significantly reducing the workload.
3. Integration with Unity Ecosystem
Instead of processing dirty objects immediately, a smart strategy is to:
Sort the Dirty List During Rendering: Given that you are iterating through all objects during rendering, you sort the list to prepare for the next frame.
Frame Latency: This approach introduces a slight one-frame delay in processing which not only allows for more streamlined updates but is practically unnoticeable in gameplay. It effectively enables you to plan the workload ahead of time.
4. Benefits of This Approach
Performance Boost: By avoiding duplicates and excessive condition-checking, you gain considerable performance improvements.
Compatibility: This dual array system aligns seamlessly with Unity's Job system, enhancing p
Информация по комментариям в разработке