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Apr 13, 2017 at 12:18 history edited CommunityBot
replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/
Jan 6, 2015 at 19:04 answer added Jeroen Akershoek timeline score: 1
Oct 23, 2014 at 16:08 history edited user1430 CC BY-SA 3.0
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Oct 23, 2014 at 15:59 history edited user1430 CC BY-SA 3.0
deleted 33 characters in body
Jul 26, 2014 at 0:34 history tweeted twitter.com/#!/StackGameDev/status/492830368308142080
Jul 25, 2014 at 16:09 comment added natebot13 @v.oddou I don't understand all of what you're saying, and to me, seems more complicated than I would like. Thanks for your information though! I have lots to learn...
Jul 25, 2014 at 12:03 answer added Shadows In Rain timeline score: 1
Jul 25, 2014 at 2:14 comment added v.oddou frankly, for memory fragmentation reasons, I would find an implementation of open address hash map on the web (or do my own), because the STL one is close addressing. And I would use a pool of components (not a multimap, but a map of pools), which have enough space for a dozen of components by default (uninitialized), and then would chain list other pools on demand. Also you can consider using the entity ID as a direct index in an array, and use a free slots list when deletion happens.
Jul 24, 2014 at 23:51 review First posts
Jul 24, 2014 at 23:59
Jul 24, 2014 at 23:48 history asked natebot13 CC BY-SA 3.0