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throwaway_bad | 6 years ago

Yea you're right, I guess there is a distinction between reinventing and reimplementing. The authors even mentioned that concurrent mode is inspired by "double buffering" from graphics.

I am just trying to support the grandparent comment that the current optimization is at the wrong level of abstraction. React is at the level of a "scene graph" (dom). If it's slow, the first technique to reach for should be stuff like "occlusion culling".

discuss

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andrewingram|6 years ago

That's largely analogous to what people attempt to do with virtualisation, but the ability of things to have unpredictable resizing and reflow behaviours throws a few spanners into the works. My understanding that (at least until recently, things might be different now) is that most game engine optimisations depend on being able to make a lot of assumptions that usually hold true, or being able to calculate most of your scene graph optimisations during a build step.