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|Session Name:||A Dynamic Component Architecture for High Performance Gameplay|
|Track / Format:||Programming|
|Overview:||This presentation will detail a dynamic component architecture used in the Resistance franchise to represent aspects of entity and systems' behavior. This component system addresses several weaknesses of the traditional game object model for high-performance gameplay, particularly in multi-threaded or multi-processor environments. Dynamic components are allocated and deallocated on-demand from efficient memory pools, and the system provides a convenient framework for running updates in parallel and on different processors such as SPUs. The system can be layered on top of a traditional game object model, so a codebase can gradually migrate to this new architecture. The presentation will discuss motivations and goals of the system as well as implementation details.|