Best data structure for a particle system?
Damian
damianroyday at gmail.com
Fri Nov 15 04:03:04 PST 2013
On Friday, 15 November 2013 at 11:52:44 UTC, Mikko Ronkainen
wrote:
> What would be the best data structure for handling particles in
> a particle system in D2?
>
> Here's some thoughts:
>
> Particles are simple structs.
> Two lists, one for alive particles, one for dead ones.
> Memory allocations should be avoided, preallocate everything,
> no allocations when moving between lists.
> Keep alive list as short as possible for fast iteration -> move
> dead particles off during iteration.
> Removal and addition of single items only, and it should be
> fast.
>
> Maybe a single-linked list, std.container.SList? Is there any
> gotchas? Or some better container for this scenario?
Use just one list with a flag in the particle to see whether the
particle is alive or dead, saves swapping between lists and you
can use a simple array for fast access.
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