Re:An Introduction to Data Oriented Design with Rust
by meheleventyone on Thursday September 17, 2020 @03:43PM
(#24509069)
I’d agree to a point but it really crosses the whole gamut of hobby game engine development. It’s weirdly self reinforcing even in the face of more interesting architectural choices like DOOM Eternal’s.
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Re:An Introduction to Data Oriented Design with Rust
by runevault on Thursday September 17, 2020 @05:32PM
(#24510217)
The way Eternal's engine is described it could simply be an ECS with a more advanced job system for farming out work because it can parse how the various objects are updated and only do reads after all writes to the objects happen.
Re:An Introduction to Data Oriented Design with Rust
by carteloupe on Thursday September 17, 2020 @04:18PM
(#24509457)
Interested what the architecture of DOOM Eternal is like, was there some talk / blog post about it?
Re:An Introduction to Data Oriented Design with Rust
by meheleventyone on Thursday September 17, 2020 @04:24PM
(#24509532)
I believe it’s only been mentioned in passing and likely will be talked about at conferences soonish. Here’s a HN thread from when it was first talked about:
https://news.ycombinator.com/item?id=22700563
There was an early talk about using a job system to run the Destiny renderer and then this one for the whole engine which is a very similar premise to the way DOOM(2016) and then DOOM Eternal evolved.
https://www.gdcvault.com/play/1022164/Multithreading-the-Ent...
The renderer talk is here: https://youtu.be/0nTDFLMLX9k