Culling the Battlefield Data Oriented Design in Practice

GDC 2011

This talk will highlight the evolution of the object culling system used in the Frostbite engine over the years and why we decide to rewrite a system for BATTLEFIELD 3 that had worked well for 4 shipping titles. The new culling system is developed using a data oriented design that favors simple data layouts which enables very efficient computation using pipelined vector instructions. Concrete examples of how code is developed with this approach and the implications and benefits compared to traditional tree-based systems will be given.

Culling the Battlefield: Data Oriented Design in Practice from DICE

Related News

An Update on Star Wars Battlefront II

Electronic Arts Inc.
Nov 17, 2017
From Oskar Gabrielson, GM, DICE

Paris Games Week 2017, By the Players

Electronic Arts Inc.
Nov 16, 2017

20 Questions With Janina Gavankar

Electronic Arts Inc.
Nov 15, 2017