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In [[computing]], '''Data oriented design''' (not to be confused with [[data-driven design]]) is a software optimisation approach motivated by [[cache coherency]], used in [[video game]] development. The approach is to focus on the data layout, separating and sorting [[field (computing)|field]]s according to when they are needed, and to think about transformations of data
These techniques became especially popular during the [[PS3]] and [[xbox 360]] console generation when the hazards of [[cache misses]] became pronounced due to their use of [[in-order processor]]s and high clock speeds.<ref>{{cite web|title = data oriented design|url=http://www.dice.se/wp-content/uploads/2014/12/Introduction_to_Data-Oriented_Design.pdf}}</ref>▼
▲These techniques became especially popular during the [[PS3]] and [[xbox 360]] console generation when the hazards of [[cache misses]] became pronounced due to their use of [[in-order processor]]s and high clock speeds.
Proponents include [[Mike Acton]].
=== Contrast with OOP ===
The claim is that traditional [[object-oriented]] design principles result in poor data locality, especially if [[runtime polymorphism]] is used (which itself is especially problematic on certain processors). Although OOP does on the surface seem to 'organise code around data', the practice is quite different. OOP is actually about organising [[source code]] around [[data types]], rather than making the layout of individual fields and arrays convenient for specific functions. It also frequently hides layout details under [[abstraction layer]]s, whilst a data-oriented programmer wants to think about this first and foremost.
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