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Assorted Rants Tagged ‘x86/x64’, page 1:

C++ for Games: Performance. Allocations and Data Locality

Abstract: “Allocations and related lack of spatial locality can be DAMN EXPENSIVE”
Quote: “During the times of Ancient Gamers (also known as times of Atari, ZX Spectrum, and Commodore64), CPUs were running at clock speed of a single-MHz (and one operation usually took several clocks). At the same time, memory run at about the speed comparable to that of CPUs.”
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Modified Harvard Architecture: Clarifying Confusion

Abstract: Definition of “Modified Harvard” architecture is confusing and overbroad. Proposed alternatives are “Almost-Harvard” and “Almost-von-Neumann”
Quote: “One thing nobody realised for a while is that the system with the least possible amount of chargebacks is the system which rejects all transactions outright”
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Part IIa: Protocols and APIs of 64 Network DO’s and DON’Ts for Game Engine Developers

Quote: “While using framework is fine, forgetting about it is not.”
Another Quote: “Even if you’re forcing the auto-update every time the game app starts, there still are users who were online at the moment of the update, and those who found a way to bypass game updates”
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