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Architectural patterns that organize data in contiguous memory arrays to optimize cache locality and performance.
Distinct from Object-Oriented Structural Organization: Closest candidates focused on caching or OO querying; this is specifically about Data-Oriented Design (DOD) for entity management.
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ActionRoguelike is a third-person cooperative game project built with C++ and Unreal Engine. It functions as a networked application that utilizes replication architecture to synchronize character states and combat across multiple clients. The project implements a data-oriented performance framework that employs object pooling and asynchronous asset loading to optimize memory usage and frame rates. It features a behavior tree AI system combined with environment queries to drive autonomous NPC decision making and combat, alongside a binary serialization framework for saving actor variables and
Organizes high-volume game objects using arrays of structs to improve runtime execution speed and cache locality.
This project is a procedural content generation framework and three-dimensional mesh generation library designed for the Unity game engine. It provides a system for automating the creation of complex landscapes and natural environments by programmatically constructing geometric terrain surfaces and heightmaps. The generator utilizes layered noise functions to calculate elevation values, which are then translated into terrain geometry. To maintain performance during real-time rendering, the system employs chunk-based mesh generation and dynamic level-of-detail management, which adjusts geometr
Organizes vertex and index data into contiguous memory structures to improve cache locality and reduce overhead during GPU transfers.