~/talk

Beyond OOP: A Journey From Cache Misses to MASS Hits

Talkat JetBrains GameDev Day 2025 · on Tuesday, 2025-10-21· [game-development]
slides:none on file

Shows that poor object layout causes frequent 64-byte cache line misses and that reorganizing data into contiguous arrays yields orders-of-magnitude speedups. Demonstrates using Unreal Engine’s Mass Entity fragments/archetypes/processors instead of nested pointers, builds a toy pulsing-cube system and compares approaches, and reports a real measurement: iterating 10,000 entities stays under 1 ms with Mass while OOP costs scale far worse. Practical migration advice and use cases included.

AI-written summary · about

  1. 0:00Introduction
  2. 0:48CPU cache lines
  3. 8:41OOP problems in games
  4. 18:19MASS data-driven dev
  5. 26:15MASS architecture
  6. 32:03OOP vs MASS in games
  7. 33:28Q&A: MASS meaning
  8. 36:41Q&A: OOP to MASS rewrite
  9. 40:33Q&A: Migration paths
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