Timeline for How can I correctly use an unordered_multimap as entity and component storage?
Current License: CC BY-SA 3.0
10 events
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| Apr 13, 2017 at 12:18 | history | edited | CommunityBot |
replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/
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| 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 |
edited title
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| Oct 23, 2014 at 15:59 | history | edited | user1430 | CC BY-SA 3.0 |
deleted 33 characters in body
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| 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.
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| 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 |