There are no Zero Cost Abstractions | Cocoa Engine Devlog #14

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In this episode I go over how I added a new feature, font rendering to the engine. I also ended up refactoring almost 15,000 lines of code to switch from an OOP design to a Data Oriented Design. This change has significantly reduced my engine's RAM usage, it has simplified many problem areas in my code, and it has helped me identify memory leaks and other issues as well. I was not expecting to get all these benefits from switching to this style of code, but was pleasantly surprised at all the benefits.

Source: https://github.com/ambrosiogabe/Cocoa

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Website: https://ambrosiogabe.github.io/
Github: https://github.com/ambrosiogabe

Here are some books I recommend if you want to learn about game engine development more thoroughly. I do not profit off any of these sales, these are just some books that have helped me out :)

My Recommended Game Engine Books:
Game Engine Architecture: https://www.gameenginebook.com/
Game Physics Cookbook (Read this before the next physics book): https://www.amazon.com/Game-Physics-Cookbook-Gabor-Szauer/dp/1787123669
Game Physics (Ian Millington): https://www.amazon.com/Game-Physics-Engine-Development-Commercial-Grade/dp/0123819768
Game Programming Patterns (Free): https://gameprogrammingpatterns.com/

My Recommended Beginning Game Programming Books:
JavaScript Game Design: https://www.apress.com/gp/book/9781430247166

My Recommended Java Books:
Data Structures/Algorithms: https://www.amazon.com/Data-Structures-Algorithms-Java-6th-ebook/dp/B00JDRQF8C
LWJGL (Free, but I haven't read this thoroughly): https://lwjglgamedev.gitbooks.io/3d-game-development-with-lwjgl/content/







Tags:
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opengl3
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data oriented design
oop is evil
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zero cost abstraction
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coding a game engine
engine workflow
jade engine
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