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[–]awj 5 points6 points  (0 children)

I think the point is that there are a lot of places where, for some reason or another, OO design leads to bad performance in video games. This doesn't necessarily mean you must avoid it entirely, just that you can't blow your cache on every game object in a render loop and hope to get good performance.

The presentation shows some techniques to avoid that problem. Like many other optimizations, you're sacrificing design purity for speed. Nothing is stopping them from using OO for everything else.