17
you are viewing a single comment's thread
view the rest of the comments
[-] Anders429@programming.dev 7 points 1 year ago

If you want to go one step further, a lot of game development uses a generational index, where the index is both a value and a generation, allowing you to know whether the index you currently have stored references an object that has already been destroyed and replaced by another object. Basically every ECS framework I've ever seen uses this pattern.

[-] huntrss@feddit.de 3 points 1 year ago

Interesting. Can you provide a good link regarding generational index?

[-] Anders429@programming.dev 3 points 1 year ago

I was originally introduced to the idea by this RustConf 2018 keynote: https://kyren.github.io/2018/09/14/rustconf-talk.html. It's rather dense though.

I did find this random article that outlines just the concept of generational indices pretty concisely: https://lucassardois.medium.com/generational-indices-guide-8e3c5f7fd594

[-] huntrss@feddit.de 2 points 1 year ago
[-] oconnor663@programming.dev 2 points 1 year ago

That same keynote is linked in the last paragraph! :) The slotmap crate is also one option for generational indexes.

[-] Anders429@programming.dev 1 points 1 year ago

Ah, you're right! Somehow I missed that, good catch.

this post was submitted on 24 Oct 2023
17 points (94.7% liked)

Rust

5966 readers
17 users here now

Welcome to the Rust community! This is a place to discuss about the Rust programming language.

Wormhole

!performance@programming.dev

Credits

  • The icon is a modified version of the official rust logo (changing the colors to a gradient and black background)

founded 1 year ago
MODERATORS