Comment by notatyrannosaur

3 hours ago

> you can add fields to your 1M monsters with little impact.

Great for this access pattern, but I wouldn't make a general statement like that. This is the same thing as row-oriented vs column-oriented databases, OLTP vs OLAP. SoA is weak if you are adding/removing monsters more often than accessing a single "hot" field.

> SoA is weak if you are adding/removing monsters more often than accessing a single "hot" field.

Why is that? Genuinely curious. Does "weak" mean that it performs worse than AoS, or that the gains aren't as significant versus AoS?

  • It's because removing a monster with 20 fields from an SoA structure means resizing 20 arrays. Removing the same monster from an AoS array involves resizing a single array, which you're going to process in a very cache friendly way.

    • I'm not sure why anybody would at the same time be implementing SoA AND resizing 20 arrays for a single delete, those things seem to be on either ends of the "I care about performance" spectrum.

    • Assuming ordering isn't a concern, can't you just have a field called "removed" and skip those when iterating?

      Or swap it with the last monster, and keeping an index for the last monster alive.

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