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Welcome to my blog.
I recently released BubbleByte on Steam, my second commercial game built with my fork of SFML.
It’s an incremental/clicker/idle game where – eventually – the player will see thousands upon thousands of particles on screen simultaneously.
Even with a basic AoS (Array of Structures) layout, the game’s performance is great thanks to the draw batching system. However, I began wondering how much performance I might be leaving on the table by not adopting a SoA (Structure of Arrays) layout. Let’s figure that out in this article!