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Three Big Lies: Typical Design Failures in Game Programming
In this session, game programmers are presented with three big lies that represent commonly accepted and used programming practices in game development. Those typical practices are challenged and some obvious and not so obvious costs to performance, memory, stability and concurrency are discussed through a series of small examples and anecdotes. Programmers are presented basics of an alternative data-oriented approach where data is more important than code and an understanding of both the hardware and the data itself are critical for a practical, performant solution.
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