I rather write garage code than using slop

  • Buddahriffic@lemmy.world
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    2 hours ago

    Oh yeah, and that’s where I think that knowledge comes in handy because they don’t just say “here’s a list of structures to use and the rules of when to use them” but they give you tools for evaluating how good various ideas are for handling that problem. It boils down to pretty much counting the CPU operations (which IMO is obvious, if tedious-seeming) and then goes through examples of how to do this to show that the math isn’t actually that overwhelming.

    Also it helps seeing equivalence between problems. Like your example is pretty much equivalent to scheduling threads on shared CPU resources with different priorities, especially if there’s a shared global cooldown between all those skills so they don’t just fire off when ready. They are a bit different but they might be close enough for a similar solution to work. So research can include CPU schedulers. Though on the other hand, something running at a game time resolution is trivial compared to the OS that needs to determine this as quick as possible so it can switch to the next thread (which is also an important consideration because it might not be worth optimizing this part at all vs say the order you process the data in each frame, though this isn’t a lesson from algorithms or data structure class but more general “how to optimise usefully” advice).