| ▲ | moregrist 2 hours ago | |
It clearly didn’t come out of game dev. Many people doing high performance work on either embedded or “big silicon” (amd64) in that era were fully aware of the importance of locality, branch prediction, etc But game dev, in particular Mike Acton, did an amazing job of making it more broadly known. His CppCon talk from 2014 [0] is IMO one of the most digestible ways to start thinking about performance in high throughput systems. In terms of heroes, I’d place Mike Acton, Fabian Giesen [1], and Bruce Dawson [2] at the top of the list. All solid performance-oriented people who’ve taken real time to explain how they think and how you can think that way as well. I miss being able to listen in on gamedev Twitter circa 2013 before all hell broke loose. [0] https://youtu.be/rX0ItVEVjHc?si=v8QJfAl9dPjeL6BI | ||