I gave 18 + 18 bits for X and Y. I agree, that can be not enough, that's just an example. 16 bytes may be still good achievement.Ext3h wrote: ↑Sun Dec 08, 2019 8:41 pm That math is far off, unfortunately. Unpacking bit-packed structures like that is not free. Especially not if placed on arbitrary offsets, that's 6-10 extra instructions just for unpacking, including offset-calculation, bit-arithmetic etc., with the nasty side effect of massive register pressure negatively impacting assembly of the surrounding logic. Add to that overhead from loosing the ability to use any form of vector instruction, due to unsuitable alignment. Minimal sensible alignment for the structure is 16 byte, anything other than a multiple of that comes with several severe catches. Also 18 bits for X and Y combined? How far do you think you can get with a range of 0-512 in either direction? Update logic does not stop at the edge of a chunk.
Furthermore, there still isn't a sensible memory layout in most cases. Serializing by depth first traversal order of spanning tree is already as good as it gets, and even that only performs well in very few scenarios like main-bus etc. And whenever some entity updates, you have to rebuild the tree, reorder the components, inform the owning entities that their components memory locations just shifted, and generally accept the limitation that you can now never again hand out a pointer / index into the component storage without living in constant fear about index invalidation issues. Meaning, now you can't even establish a proper linked data structure within a component type, without bouncing back via the owning entity!
State bits unpacking shouldn’t be a problem, register bit masking and shifting are superfast operations.
Tree traversing issues does not impress me. Trees should be avoided where possible, period. Binary search likely is evil too. Those are really impressive restrictions for a developer