Why is that? Genuinely curious. Does "weak" mean that it performs worse than AoS, or that the gains aren't as significant versus AoS?
Why is that? Genuinely curious. Does "weak" mean that it performs worse than AoS, or that the gains aren't as significant versus AoS?
Now, as others have suggested, you can have a more complex implementation, where instead of removing the monster's fields from those arrays, you just mark them as "dead" or whatever and then skip them when consuming the relevant arrays, with some relatively small extra bookkeeping overhead. Of course, this comes with its own drawbacks, especially if the number of monsters is very dynamic and you are memory constrained.
The point is not to say that SoA is never good for performance, it obviously and certainly is, probably even in most cases. It's just not always best for performance, this was all.
Removing from an array is not the same as resizing, which is what I commented on. Resizing is a very deliberate, bad, choice.
If you need to support deletes, you can do this without resizing an array. Either by tracking object lifetimes and inserting tombstones, or by swapping to fill in deleted objects. Both of them retain good performance characteristics. Both of them are easy.
This is not "simple vs complex" this is "I misunderstand vs understand SoA"
Or swap it with the last monster, and keeping an index for the last monster alive.
SoA is only useful when you don't read multiple fields for most operations.
| A1 A2 A3 A4 | A5 A6 A7 A8 | ...
| V1 V2 V3 V4 | V5 V6 V7 V8 | ...
The former access pattern still yields a clean cache layout where no unnecessary data is loaded (which is the most costly operation here by far) as opposed to | A1 V1 B1 C1 | ... | A2 V2 B2 C2 | ...
In the general case there will exist a number of fields for which SOA layout will be worse if all are accessed close to each other, but for just a validity indicator this should not be the case. I think your statement is not wrong, but also not 100% correct.This is on par to linear search being faster than binary search for small n. As soon as caches and branch prediction chime in many rules of thumb just change. Most importantly, however, is that a distinction between small and large n basically _needs_ to happen at that point.
The smarter you get about it, the closer you get to an OLAP db
Which leads to my theory… I feel like Bevy could be implemented on top of an in-memory DuckDB and get away with it
> Which leads to my theory… I feel like Bevy could be implemented on top of an in-memory DuckDB and get away with it
Haha, it certainly does sound viable.