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The projects tackled by the software development industry have grown in scale and complexity. Costs are increasing along with the number of developers. Power bills for distributed projects have reached the point where optimisations pay literal dividends. Over the last 10 years, a software development movement has gained traction, a movement founded in games development. The limited resources and complexity of the software and hardware needed to ship modern game titles demanded a different approach.Data-oriented design is inspired by high-performance computing techniques, database design, and functional programming values. It provides a practic


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Book ID Asin: 1916478700
Book Title: Data-oriented design: software engineering for limited resources and short schedules
Book Author: Mr Richard Fabian
Book Format and Price:
Book Format Name: Kindle
Book Format Price: $29.47
Book Format Name: Paperback
Book Format Price: $34.99
Book Price: $34.99
Book Category: Books, Computers & Technology, Programming and unknown
Book Rating: 74 ratings

Data-oriented design: software engineering for limited resources and short schedules by Mr Richard Fabian Book Review

Name: 8c0f4c0c21
Rating: 3.0 out of 5 stars
Title: Data-Oriented Design: For Games
Date: Reviewed in the United States on November 29, 2020
Review: Before reading my review, you should know that you can read parts of this book online at dataorienteddesign.com and make up you own mind about it. Anyway, I really wanted to like this book, but it was kind of a slog to get through it. Some of the content was not relevant, other content was too vague.

First, the title of the book should actually be something like "Data-Oriented Design: For Games" because games are referenced in almost every chapter. Some chapters are very specific games, so that they could only be relevant to someone writing a game engine, for example the chapter on "Hierarchical Level of Detail". I find it odd and somewhat misleading that games are not mentioned at all on the front or back cover.

Second, some of the content was vague and/or unfocused. I felt especially in chapter 3 "Existential Processing" there was a lot of hand-waving, and I still don't really get the point of the section "Why use an if" other than to say to-do lists are more efficient than interrogating objects. Which could be a fair assertion, but then there's paragraphs on level-design and asset streaming which seem to distract from the point. In chapter 6 "Searching" there's mention of a query object, but really no information other than how it might conceptually work. When later in the chapter it mentions spatial partitioning, is that something you would implement as a query object?

I feel like this book has a bunch of good ideas, but I wish it spent less time on game related topics, and more time on describing the core concepts and how to implement them. And ideally some practical examples with working code to make things a bit more concrete.

Name: Kent R. Spillner
Rating: 5.0 out of 5 stars
Title: Fantastic introduction to and overview of data-oriented design
Date: Reviewed in the United States on December 27, 2018
Review: I'm giving this book 5 stars because it's self-published. Congratulations to Richard Fabian. This book is a fantastic introduction and overview of data-oriented design. It's well written, well organized, and everything is very clearly explained. I know he's been working on this book for several years and I'm glad to see it's finally available in printed form. In my opinion, it was worth the wait!

The book does a great job of explaining what data-oriented design is and what problems it solves, beyond simply just "try to improve cache hit rates." For example, simple data structure changes can help improve performance and clean up code by eliminating pervasive existence checks: if you guarantee all "things" exist in one table then all of your "thing" processing code can merely iterate through rows of that table; by definition, every "thing" in that table exists, since it's in the table, hence code dealing with "things" doesn't need to check if "thing" is null. Similarly, data-oriented design can help your code do thing that's not possible with class-based inheritance, even in languages like C++ which support multiple inheritance: by adding or removing rows in tables you can dynamically add or remove behaviors from your "things," including new behaviors that are defined at runtime. (There are plenty of other examples, too, I'm just mentioning these two to give some idea of what the book covers beyond just "cache misses are bad, mmkay")

This book does not assume the reader is already a performance optimization expert. I think this book will be accessible to anyone with at least 2-3 years of object-oriented programming experience and who knows how to read C++ code. I am neither a game developer nor a performance expert but I had no trouble following along. Unsurprisingly, all of the examples in the book are related to video game development, but I personally think the ideas and practices of data-oriented design are widely applicable beyond just the games industry.

I really want the basic tenets of data-oriented design catch on with more developers, and I'm hopeful this book will help make that happen.

Name: Zhen
Rating: 2.0 out of 5 stars
Title: I thought it was good enough for a beginner
Date: Reviewed in the United States on June 11, 2021
Review: First of all, I am a beginner in the topic of data oriented design, but I have decent knowledge about game development and object-oriented programming. That's why I want to see if this book can help improve my mindset of programming.

However, this book is more like a story-telling kind of style. It doesn't have many images to prove upon a point the author trying to issue, and the words he is using, the sentence grammar, are mostly hard to read, as if I am reading a GRE article in the reading section (Of course I am not a native speaker).

Secondly, this book mostly uses words to describe an algorithm. Yes, human language, but we are trying to have code examples to realize the mindset of what he is trying to prove, which I barely see this coming when I was reading the first 3 chapters.

At last, the texts are too small. The whole book likes to split a long word into two separately lines which is ok in terms of English format, but it's definitely not reader-friendly because when I was reading and see this situation, I zoned out most of the time, because my mind was trying understand what this word was.

Name: Bouke285
Rating: 5.0 out of 5 stars
Title: This is gold!!
Date: Reviewed in the United States on April 5, 2019
Review: Data-Oriented design. The elusive destruction of object driven dogma. There are a lot of data-oriented talks out there, but for an intermediate programmer looking to avoid the pitfalls of the object-oriented mindset, it can be too hard to interpret and apply the lessons. This book is the perfect bridge between the advanced data-oriented material already out there, and the old ways of object-oriented programming. It sheds light on what Mike Acton means when he talks about everything is data and transforms. I am so glad to have this resource!!

The one criticism I have, I wish that there were just a few more code examples to help solidify the concepts. But there are examples when essential.

Name: John Roodt
Rating: 5.0 out of 5 stars
Title: Understanding Unity’s move to DOTS & ECS
Date: Reviewed in the United States on July 12, 2019
Review: I came across this book whilst browsing for some insight into Unity’s switch to DOTS (the Data Oriented Technology Stack) which includes ECS (the Entity Component System). I certainly have a far better idea as to what motivated them to make the switch, & now confident that this is the direction I should take too

Name: Amazon Customer
Rating: 5.0 out of 5 stars
Title: Seriously awesome book
Date: Reviewed in the United States on June 3, 2022
Review: Great intro/overview of DOD thinking. Seems like some other reviewers are mad this isn't filled with how-to even though the author explicitly addresses why there's no step-by-step how to's in the book lul

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