(no subject)
Feb. 5th, 2006 17:28Microsoft's Xbox 360 & Sony's PlayStation 3 - Examples of Poor CPU
Performance (jun 2005)
STL is not the C++ Standard Library
Lessons to be learned, (Complex Resource/Object Systems) LONG!!:
I get the feeling you are trying to design a supergeneric system for managing any kind of data imaginable, but this a bad idea. Different kinds of data have different usage patterns; you shouldn't try to have everything managed exactly the same. For the management of drawable objects, for example, you generally will want some means of culling away objects that aren't visible. But that kind of culling makes no sense to perform directly on a texture, and even less sense to perform on a single vertex. Vertices should not be managed in system memory anyway.
what's the correct way to create classes/interfaces
Performance (jun 2005)
STL is not the C++ Standard Library
Lessons to be learned, (Complex Resource/Object Systems) LONG!!:
I get the feeling you are trying to design a supergeneric system for managing any kind of data imaginable, but this a bad idea. Different kinds of data have different usage patterns; you shouldn't try to have everything managed exactly the same. For the management of drawable objects, for example, you generally will want some means of culling away objects that aren't visible. But that kind of culling makes no sense to perform directly on a texture, and even less sense to perform on a single vertex. Vertices should not be managed in system memory anyway.
what's the correct way to create classes/interfaces