Posts Tagged struct

Three Surprises I Encountered While Reading IL2CPP Output

Tags: , , ,

We code in C#, but that’s just a starting point. Our C# code is compiled to DLLs and then converted into C++ where it’s compiled again to machine code. The good news is that this isn’t a black box! I’ve recently been reading through the C++ code that IL2CPP outputs and learning quite a lot. Today’s article is about some of the surprises that I encountered and how you can change your C# code to avoid some nasty pitfalls.

Read the rest of this article »

No Comments

Making Structs More Useful with Object Handles

Tags: , , ,

Structs can be a great way to keep the garbage collector off your back and to use the CPU’s data cache more effectively. Not everything can be a struct though. At a minimum, you’ll need to use some Unity and .NET classes like MonoBehaviour and string. If your struct has any of these as fields, you can no longer use sizeof(MyStruct). That really limits its usefulness, so a workaround is needed. Enter object handles: a simple way to represent any object as a plain old int which won’t break sizeof. Read on to see how these work and some code you can easily drop into your project to start using them right away!

Read the rest of this article »

5 Comments

The Other CPU Cache

Tags: , , , , , ,

We’ve seen how using the CPU’s cache can lead to a 13x speedup, but that’s only utilizing one of the CPU’s cache types. Today’s article shows you how to go further by utilizing a whole other type of CPU caching!

Read the rest of this article »

6 Comments

How to Use the Whole CPU

Tags: , , , , ,

Last week’s article showed how to effectively use the CPU’s caches to boost performance by an order of magnitude. Today’s article goes even further to show you how to use even more of the CPU’s capabilities!

Read the rest of this article »

9 Comments

How to Write Faster Code Than 90% of Programmers

Tags: , , , ,

Most programmers write code for an abstract computer. The thing is- code runs on a real computer that works in a specific way. Even if your game is going to run on a wide range of devices, knowing some of the common features can speed up your code 10x or more. Today’s article shows you how!

Read the rest of this article »

55 Comments

Enumerables Without the Garbage: Part 7

Tags: , , , , , , ,

Today we’ll wrap up the iterator series by finishing up porting C++’s <algorithm> header. We end up with a library of functions for common LINQ-style algorithms but without any of the garbage creation that slows our games down. Read on for the source and examples!

Read the rest of this article »

No Comments

Enumerables Without the Garbage: Part 6

Tags: , , , , , , ,

We’re nearing the end of the series to build a no-garbage replacement for System.Linq. Today we tackle functions that work on already-sorted ranges and functions that work on ranges that are in heap order. These include common set operations like “union” and “intersection”. Read on to see how to use them and for the updated library that you can use to eliminate your garbage creation!

Read the rest of this article »

No Comments

Enumerables Without the Garbage: Part 5

Tags: , , , , , , ,

This week we continue with iterators to get the functionality of IEnumerable without the nasty garbage creation. This week the little iterator library gets support for sorting and binary searching. Read on for the details!

Read the rest of this article »

2 Comments

Enumerables Without the Garbage: Part 4

Tags: , , , , , , ,

Back from a brief break, we pick up this week by finishing up the “modifying sequence operations” with some gems like RandomShuffle and go through the “partitions” category with functions like Partition and IsPartitioned. These are all solid algorithms with a lot of potential uses, so read on to see how to use them with iterators and for the source code that implements them!

Read the rest of this article »

No Comments

Enumerables Without the Garbage: Part 3

Tags: , , , , , , ,

Continuing the series this week we’ll delve into the iterator functions that modify the sequence. This includes handy tools like Copy, SwapRanges, and Transform. Of course this is all done without creating any garbage! Read on to see how and for the full source code.

Read the rest of this article »

No Comments