3 Comments

I'd love if you could make some posts covering GPGPU and Graphics programming, similar to the "Onboarding floating-point" series.

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What's the reason(s) for adding constraints? As I understood it it's for performance and reducing the chance of bugs, is that correct?

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In this specific example, reducing indirection, using arrays instead of vectors I think. It might be a bit overkill for this example but, say that you want to implement a sprite renderer, limiting that to 1k entities might enable lots of surface for optimization without adding any complexity. On the other hand, building something generic, like a sprite renderer that can render both 1k and 1m entities optimally might require way complex structures and logic.

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