Sunday, March 27, 2011

Collaboration and Merging

(We are looking for a tools programmer.)

Games are huge collaborative efforts, but usually they are not developed that way. Mostly, assets can only be worked on by one person at a time and need to be locked in version control to prevent conflicting changes. This can be a real time sink, especially for level design, but all assets would benefit from more collaborative workflows. As tool developers, it is time we start thinking seriously about how to support that.

Recently I faced this issue while doing some work on our localization tools. (Localization is interesting in this context because it involves collaboration over long distances -- a game studio in one country and a translation shop in another.) In the process I had a small epiphany: the key to collaboration is merging. When data merges nicely, collaborative work is easy. If you can't merge changes it is really hard to do collaboration well, no matter what methods you use.

Why databases aren't a magic solution

A central database can act as backend storage for a collaborative effort. But that, by itself, does not solve all issues of synchronization and collaboration.

Consider this: if you are going to use a database as your only synchronization mechanism then all clients will have to run in lockstep with the database. If you change something, you have to verify with the database that the change hasn't been invalidated by something done by somebody else, perform the change as a single transaction and then wait for the database to acknowledge it before continuing. Every time you change something, you will have to wait for this round trip to the database and the responsiveness of your program is now completely at its mercy.

Web applications have faced this issue for a long time and they all use the same solution. Instead of synchronizing every little change with the database, they gather up their changes and send them to the database asynchronously. This change alone is what have made "web 2.0" applications competitive with desktop software.

But once you start talking to the database asynchronously, you have already entered "merge territory". You send your updates to the server, they arrive at some later point, potentially after changes made by other users. When you get a reply back from the server you may already have made other, potentially conflicting, changes to your local data. Both at the server and in the clients, changes made by different users must be merged.

So you need merging. But you don't necessarily need a database. If your merges are robust you can just use an ordinary version control system as the backend instead of a database. Or you can work completely disconnected and send your changes as patch files. The technology you use for the backend storage doesn't matter that much, it is the ability to merge that is crucial.

A merge-based solution has another nice property that you don't get with a "lockstep database": the possibility of keeping a local changeset and only submitting it to others when it is "done". This is of course crucial for code (imagine keeping all your source files in constantly mutating Google Documents). But I think it applies to other assets as well. You don't want half-finished, broken assets all over your levels. An update/commit workflow is useful here as well.

Making assets mergable

If you have tried to merge assets in regular version control systems you will know that they usually don't do so well. The merge tool can mess up the JSON/XML structure, mangle the file in other ways or just plain fail (because of a merge conflict). All of these problems arise because the merge tool treats the data as "source code" -- a line-oriented text document with no additional structure. The reason for this is of course historic, version control systems emerged as a way of managing source code and then grew into other areas.

The irony of this is that source code is one of the hardest things to merge. It has complicated syntax and even more complicated semantics. Source code is so hard to merge that even humans with all their intelligency goodness find it taxing. In contrast, most assets are easy to merge, at least conceptually.

Take localization, for instance. The localization data is just a bunch of strings with translations for different languages. If one person has made a bunch of German translations, another person has made some Swedish translations and a third person has added some new source strings, we can merge all that without a hitch. The only time when we have any problem at all is if two people has provided different translations for the same string in the same language. We can solve such standoffs by just picking the most recent value. (Optionally, we could notify the user that this happened by hilighting the string in the tool.)

Many other assets have a similar structure. They can be described as "objects-with-properties". For example, in a level asset the objects are the entities placed in the level and their properties are position, rotation, color, etc. All data that has this structure is easy to merge, because there are essentially just three types of operations you can perform on it: create an object, destroy an object and change a property of an object. All these operations are easy to merge. Again, the only problem is if two different users have changed the same property of the same object.

So when we try to merge assets using regular merge tools we are doing something rather silly. We are taking something that is conceptually very easy to merge, completely ignoring that and trying to merge it using rather complex algorithms that were designed for something completely different, something that is conceptually very hard to merge. Silly, when you think about it.

The solution to this sad state of affairs is of course to write custom merge tools that take advantage of the fact that assets are very easy to merge. Tools that understand the objects-with-properties model and know how to merge that.

A first step might be to write a merge program that understands XML or JSON files (the program in the link has some performance issues -- I will deal with that in my next available time slot) and can interpret them as objects-with-properties.

This only goes half the way though, because you will need some kind of extra markup in the file for the tool to understand it as a set of objects-with-properties. For example, you probably need some kind of id field to mark object identity. Otherwise you can't tell if a user has changed some properties of an old object or deleted the old object and created a new one. And that matters when you do the merge.

Instead of adding this extra markup, which can be a bit fragile, I think it is better to explicitly represent your data as objects-with-properties. I've blogged about this before, but since then I feel my thoughts on the subject have clarified and I've also had the opportunity to try it out in practice (with the localization tool). Such a representation could have the following key elements.

  • The data consists of a set of objects-with-properties.
  • Each object is identified by a GUID.
  • Each property is identified by a string.
  • The property value can be null, a bool, a double, a vector3, a quaternion, a string, a data blob, a GUID or a set of GUIDs.
  • The data has a root object with GUID 0.

We use a GUID to identify the object, since that means the ids of objects created by different users won't collide. GUID values are used to make links between objects. Note that we don't allow arrays, only sets. That is because array operations (move object from 5th place to 3rd place) are hard to merge. Set operations (insert object, remove object) are easy to merge.

Here is what a change set for creating a player entity in a level might look like using this model. (I have shortened the GUIDs to 2 bytes to make the example more readable.)

create #f341
change_key #f341 "entity-type" "player"
change_key #f341 "position" vector3(0,0,0)
add_to_set #0000 "entities" #f341

Note that the root object (which represents the level) has a property "entities" that contains the set of all entities in the level.

To merge two such change sets, you could just append one to the other. You could even use the change set itself as your data format, if you don't want to use a database backend (that is actually what I did for the localization tool).

I think most assets can be represented in the objects-with-properties model and it is a rather powerful way of making sure that they are mergable and collaboration-friendly. I will write all the new BitSquid tools with the object-with-properties model in mind and retrofit it into our older tools.

Sunday, March 13, 2011

A Tiny Expression Language

Putting some of the power of programming into the hands of artists and designers can be a great thing. When they can customize the behavior of an object directly, without making the roundtrip through a programmer, there is a lot more room for experimentation and iteration. As a result you get better looking things with more interesting interactions.

Plus, if the artists do their own damn programming it means less work for me, so everybody wins.

Of course I don’t expect artists to actually program, but rather to use tools that expose that power, such as shader graphs, visual scripting systems, or — the topic of this post — expression languages.

By an expression language I mean a tiny little programming language that can be used to (and only used to) write one-line mathematical expressions, such as:

sin(t) + 0.1 * cos(10 * t)

So it is a really simple little calculator language. Simpler than Lisp. Simpler than Forth. (Well maybe not, but simpler than trying to teach artists Lisp or Forth.) This simplicity has two advantages. First, it makes it easier to write and understand the expressions. Second, it makes it possible to compute the expressions efficiently, which is important, because it allows us to use them in more places without worrying too much about the performance or memory costs.

The expression language can be used to replace static values where we want the artist to be able to specify more unique behaviors. Some examples:

  • In the particle system it can be used to script complicated custom particle behaviors that are hard to produce with other types of controllers.
  • In the animation system it can be used to compute the play speed and blend values of animations based on controller variables.
  • In the physics system it can be used to define custom force fields to achieve special effects, such as tornados, explosions or whirlwinds.


Computing the Expressions

Since the expressions are so simple, usually not more than a few operators, we need to be able to evaluate them with as little overhead as possible. Otherwise, the overhead will dominate the execution cost. This means that we should use a simple design, such as a stack-based virtual machine. That may sound complicated, but the concepts are really quite simple. What it means is that we convert our expression to a sequence of operations that pushes or pops data from a computation stack. So our example from above:

sin(t) + 0.1 * cos(10 * t)

Gets converted into:

t sin 0.1 10 t * cos * +

Here t pushes the value of the variable t to the stack. sin pops the top value from the stack, computes it and pushes the result to the stack. 0.1 pushes the value 0.1 to the stack. + pops two values from the stack, adds them together and pushes the result to the stack. * works the same way. If you go through the operations in the example you see that it computes the same result as the original expression.

This way of writing expressions is called Reverse Polish notation (RPN) or postfix notation and it’s the basis for the programming language Forth.

If we examine the issue, we see that we really just need three types of operations in our byte code:

PUSH_VARIABLE
pushes the content of a variable to the stack
PUSH_FLOAT
pushes a floating point number to the stack
COMPUTE_FUNCTiON
pops the arguments of the stack, computes the result and pushes it to the stack
END
marks the end of the byte code

For simplicity I use 32 bits for each bytecode word. The upper 8 bits specify the type of the operation and the lower 24 bits is the data. For a variable the data is the index of the variable in a variable list. When compiling the bytecode you specify a list of variable names: {“t”, “x”}. And when executing you specify a corresponding list of variable values: {0.5, 20.1}. Similarly, for COMPUTE_FUNCTION, the data is an index into a function table. For PUSH_FLOAT we need an extra code word to hold the data, since we want 32 bit floats.

We can now write the function that runs the virtual machine, it is not much code at all:

struct Stack
{
 float *data;
 unsigned size;
 unsigned capacity;
}; 

bool run(const unsigned *byte_code, const float *variables, Stack &stack)
{
 const unsigned *p = byte_code;
 while (true) {
  unsigned bc = *p++;
  unsigned op = (bc >> 24);
  int i = bc & 0xffffff;
  switch (op) {
   case BC_PUSH_FLOAT:
    if (stack.size == stack.capacity) return false;
    stack.data[stack.size++] = unsigned_to_float(*p++);
    break;
   case BC_PUSH_VAR:
    if (stack.size == stack.capacity) return false;
    stack.data[stack.size++] = variables[i];
    break;
   case BC_FUNCTION:
    compute_function((OpCode)i, stack);
    break;
   case BC_END:
    return true;
  }
 }
}

Compiling the Byte Code

Compiling an expression involves three phases, tokenizing the data to a stream of input symbols, transforming that stream from infix to postfix notation and finally generating the byte code from that.

Tokenization means matching the identifiers in the expressions against a list of variable names and function names. We can also support contants that get converted to floats directly in the tokenization process. That is useful for things like pi.

The tokenization process converts our sample expression to something like this:

{ sin, (, t, ), +, 0.1, *, cos, (, 10, *, t, ) }

Now we need to convert this to infix notation. One way would be to write a full blown yacc parser with all that entails, but for this kind of simple expressions we can get away with something simpler, such as Dijkstra's Shunting Yard algorithm.

I actually use an even simpler variant that doesn't support right-associative operators, where I just process the input tokens one by one. If the token is a value or a variable I put it directly in the output. If the token is a function or an operator I push it to a function stack. But before I do that, I pop all functions with higher precedence from the function stack and put them in the output. Precedence takes parenthesis level into account, so a + nested in three parentheses has higher precedence than a * nested in two.

Let us see how this works for our simple example:

Input Output Stack
sin ( t ) + 0.1 * cos ( 10 * t )
( t ) + 0.1 * cos ( 10 * t ) sin
+ 0.1 * cos ( 10 * t ) t sin
0.1 * cos ( 10 * t ) t sin +
* cos ( 10 * t ) t sin 0.1 +
cos ( 10 * t ) t sin 0.1 + *
( 10 * t ) t sin 0.1 + * cos
* t t sin 0.1 10 + * cos
t t sin 0.1 10 + * cos (*)
t sin 0.1 10 t + * cos (*)
t sin 0.1 10 t * + * cos
t sin 0.1 10 t * cos + *
t sin 0.1 10 t * cos * +
t sin 0.1 10 t * cos * +

 

Constant Folding

To further improve efficiency we may want to distinguish the cases where the users have actually written an expression (such as “sin x”) from the cases where they have just written a constant (“0.5”) or a constant valued expression (“2*sin(pi)”). Luckily, constant folding is really easy to do in an RPL expression.

After tokenizing and RPL conversion, the expression “2 * sin(pi)” has been converted to:

2 3.14159265 sin *

We can constant fold a function of arity n if the n argument that preceedes it are constants. So in the sample above we can constant fold sin to:

2 3.14159265 sin *
2 0 *

Continuing, we can fold *

2 0 *
0

If we end up with a constant expression, the byte code will used be a single PUSH_FLOAT operation. We can detect that and bypass the expression evaluation all together for that case.

Source Code

If you want to start playing with these things you can start with my expression language source code.

Tuesday, March 8, 2011

BitSquid Tech: Benefits of data-driven renderer

Here are the slides from the talk I did last Wednesday at GDC in Nvidia's Game Technology Theater:



The presentation is also available with synced audio here.

Friday, February 25, 2011

Managing Decoupling Part 3 - C++ Duck Typing

Some systems need to manipulate objects whose exact nature are not known. For example, a particle system has to manipulate particles that sometimes have mass, sometimes a full 3D rotation, sometimes only 2D rotation, etc. (A good particle system anyway, a bad particle system could use the same struct for all particles in all effects. And the struct could have some fields called custom_1,custom_2 used for different purposes in different effects. And it would be both inefficient, inflexible and messy.)

Another example is a networking system tasked with synchronizing game objects between clients and servers. A very general such system might want to treat the objects as open JSON-like structs, with arbitrary fields and values:

{
    "score" : 100,
    "name": "Player 1"
}

We want to be able to handle such “general” or “open” objects in C++ in a nice way. Since we care about structure we don’t want the system to be strongly coupled to the layout of the objects it manages. And since we are performance junkies, we would like to do it in a way that doesn’t completely kill performance. I.e., we don’t want everything to inherit from a base class Object and define our JSON-like objects as:

typedef std::map OpenStruct;

Generally speaking, there are three possible levels of flexibility with which we can work with objects and types in a programming language:


1. Exact typing - Only ducks are ducks


We require the object to be of a specific type. This is the typing method used in C and for classes without inheritance in C++.

2. Interface typing - If it says it’s a duck


We require the object to inherit from and implement a specific interface type. This is the typing method used by default in Java and C# and in C++ when inheritance and virtual methods are used. It is more flexible that the exact approach, but still introduces a coupling, because it forces the objects we manage to inherit a type defined by us.

Side rant: My general opinion is that while inheriting interfaces (abstract classes) is a valid and useful design tool, inheriting implementations is usually little more than a glorified “hack”, a way of patching parent classes by inserting custom code here and there. You almost always get a cleaner design when you build your objects with composition instead of with implementation inheritance.

3. Duck typing - If it quacks like a duck


We don’t care about the type of the object at all, as long as it has the fields and methods that we need. An example:

      def integrate_position(o, dt):
          o.position = o.position + o.velocity * dt

This method integrates the position of the object o. It doesn’t care what the type of o is, as long as it has a “position” field and a “velocity” field.

Duck typing is the default in many “scripting” languages such as Ruby, Python, Lua and JavaScript. The reflection interface of Java and C# can also be used for duck typing, but unfortunately the code tends to become far less elegant than in the scripting languages:

      o.GetType().GetProperty(“Position”).SetValue(o, o.GetType().
         GetProperty(“Position”).GetValue(o, null) + o.GetType().
         GetProperty(“Velocity”).GetValue(o, null) * dt, null)

What we want is some way of doing “duck typing” in C++.

Let’s look at inheritance and virtual functions first, since that is the standard way of “generalizing” code in C++. It is true that you could do general objects using the inheritance mechanism. You would create a class structure looking something like:

class Object {...};
class Int : public Object {...};
class Float : public Object{...};

and then use dynamic_cast or perhaps your own hand-rolled RTTI system to determine an object’s class.
But there are a number of drawbacks with this approach. It is quite verbose. The virtual inheritance model requires objects to be treated as pointers so they (probably) have to be heap allocated. This makes it tricky to get a good memory layout. And that hurts performance. Also, they are not PODs so we will have to do extra work if we want to move them to a co-processor or save them to disk.

So I prefer something much simpler. A generic object is just a type enum followed by the data for the object:



To pass the object you just pass its pointer. To make a copy, you make a copy of the memory block. You can also write it straight to disk and read it back, send it over network or to an SPU for off-core processing.

To extract the data from the object you would do something like:

unsigned type = *(unsigned *)o;
if (type == FLOAT_TYPE)
    float f = *(float *)(o + 4);

You don’t really need that many different object types: boolintfloatvector3quaternionstring,array and dictionary is usually enough. You can build more complicated types as aggregates of those, just as you do in JSON.

For a dictionary object we just store the name/key and type of each object:



I tend to use a four byte value for the name/key and not care if it is an integer, float or a 32-bit string hash. As long as the data is queried with the same key that it was stored with, the right value will be returned. I only use this method for small structs, so the probability for a hash collision is close to zero and can be handled by “manual resolution”.

If we have many objects with the same “dictionary type” (i.e. the same set of fields, just different values) it makes sense to break out the definition of the type from the data itself to save space:



Here the offset field stores the offset of each field in the data block. Now we can efficiently store an array of such data objects with just one copy of the dictionary type information:



Note that the storage space (and thereby the cache and memory performance) is exactly the same as if we were using an array of regular C structs, even though we are using a completely open free form JSON-like struct. And extracting or changing data just requires a little pointer arithmetic and a cast.

This would be a good way of storing particles in a particle system. (Note: This is an array-of-structures approach, you can of course also use duck typing with a sturcture-of-arrays approach. I leave that as an exercise to the reader.)

If you are a graphics programmer all of this should look pretty familiar. The “dictionary type description” is very much like a “vertex data description” and the “dictionary data” is awfully similar to “vertex data”. This should come as no big surprise. Vertex data is generic flexible data that needs to be processed fast in parallel on in-order processing units. It is not strange that with the same design criterions we end up with a similar solution.


Morale and musings

It is OK to manipulate blocks of raw memory! Pointer arithmetic does not destroy your program! Type casts are not “dirty”! Let your freak flag fly!

Data-oriented-design and object-oriented design are not polar opposites. As this example shows a data-oriented design can in a sense be “more object-oriented” than a standard C++ virtual function design, i.e., more similar to how objects work in high level languages such as Ruby and Lua.

On the other hand, data-oriented-design and inheritance are enemies. Because designs based on base class pointers and virtual functions want objects to live individually allocated on the heap. Which means you cannot control the memory layout. Which is what DOD is all about. (Yes, you can probably do clever tricks with custom allocators and patching of vtables for moving or deserializing objects, but why bother, DOD is simpler.)

You could also store function pointers in these open structs. Then you would have something very similar to Ruby/Lua objects. This could probably be used for something great. This is left as an exercise to the reader.

Friday, February 11, 2011

Managing Coupling Part 2 — Polling, Callbacks and Events


In my last post, I talked a bit about the importance of decoupling and how one of the fundamental challenges in system design is to keep systems decoupled while still allowing the necessary interactions to take place.

This time I will look at one specific such challenge: when a low level system needs to notify a high level system that something has happened. For example, the animation system may want to notify the gameplay system that the character’s foot has touched the ground, so that a footstep sound can be played.

(Note that the reverse is not a problem. The high level system knows about the low level system and can call it directly. But the low level system shouldn’t know or care about the high level system.)

There are three common techniques for handling such notifications: polling, callbacks and events.

Polling

A polling system calls some function every frame to check if the event it is interested in has occurred. Has the file been downloaded yet? What about now? Are we there yet?

Polling is often considered “ugly” or “inefficient”. And indeed, in the desktop world, polling is very impolite, since it means busy-waiting and tying up 100 % of the CPU in doing nothing.

But in game development the situation is completely different. We are already doing a ton of stuff every 33 ms (or half a ton of stuff every 17 ms). As long as we don’t poll a huge amount of objects, polling won’t have any impact on the framerate.

And code that uses polling is often easier to write and ends up better designed than code that uses callbacks or events. For example, it is much easier to just check if the A key is pressed inside the character controller, than to write a callback that gets notified if A is pressed and somehow forward that information to the character controller.

So, in my opinion, you should actually prefer to use polling whenever possible (i.e., when you don’t have to monitor a huge number of objects).

Some areas where polling work well are: file downloads, server browsing, game saving, controller input, etc.

An area less suited for polling is physics collisions, since there are N*N possible collisions that you would have to poll for. (You could argue that rather than polling for a collision between two specific objects, you could poll for a collision between any two objects. My reply would be that in that case you are no longer strictly polling, you are in fact using a rudimentary effect system.)

Callbacks

In a callback solution, the low level system stores a list of high level functions to call when certain events occur.

An important question when it comes to callbacks is if the callback should be called immediately when the event occurs, or if it should be queued up and scheduled for execution later in the frame.

I much prefer the latter approach. If you do callbacks immediately you not only trash your instruction and data caches. You also prevent multithreading (unless you use locks everywhere to prevent the callbacks from stepping on each other). And you open yourself up to the nasty bug where a callback through a chain of events ends up destroying the very objects you are looping over.

It is much better to queue up all callbacks and only execute them when the high level system asks for it (with an execute_callbacks() call). That way you always know when the callbacks occur. Side effects can be minimized and the code flow is clearer. Also, with this approach there is no problem with generating callbacks on the SPU and merging the queue with other callback queues later.

The only thing you need to worry about with delayed callbacks is that the objects that the callback refers to might have been destroyed between the time when the callback was generated and the time when it was actually called. But this is neatly handled by using the ID reference system that I talked about in the previous post. Using that technique, the callback can always determine if the objects still exist.

Note that the callback system outlined here has some similarities with the polling system — in that the callbacks only happen when we explicitly poll for them.

It is not self-evident how to represent a callback in C++. You might be tempted to use a member function pointer. Don’t. The casting and typing rules make it near impossible to use them for any kind of generic callback mechanism. Also, don’t use an “observer pattern”, where the callback must be some object that inherits from an AnimationEventObserver class and overrides handle_animation_event(). That just leads to tons of typing and unnecessary heap allocation.

There is an interesting article about fast and efficient C++ delegates at http://www.codeproject.com/KB/cpp/FastDelegate.aspx. It looks solid, but personally I’m not comfortable with making something that requires so many platform specific tricks one of the core mechanisms of my engine. 

So instead I use regular C function pointers for callbacks. This means that if I want to call a member function, I have to make a little static function that calls the member function. That is a bit annoying, but better than the alternatives.

(Isn’t it interesting that when you try to design a clean and flexible C++ API it often ends up as pure C.)

When you use C callbacks you typically also want to pass some data to them. The typical approach in the C world is to use a void * to “user data” that is passed to the callback function. I actually prefer a slightly different approach. Since I sometimes want to pass more data than a single void * I use something like this:

struct Callback16
{
  void (*f)(void);
  char data[12];
};

There aren’t a huge amount of callbacks, so using 16 bytes instead of 8 to store them doesn’t matter. You could go to Callback32 if you want the option to store even more data.

When calling the callback, I cast the function pointer to the appropriate type and pass a pointer to its data as the first parameter.

typedef void (*AnimationEventCallback)(void *, unsigned);
AnimationEventCallback f = (AnimationEventCallback)callback.f;
f(callback.data, event_id);

I’m not worried about casting the function pointer back and forth between a generic type and a specific one or about casting the data in and out of a raw buffer. Type safety is nice, but there is an awful lot of power in juggling blocks of raw memory. And you don’t have to worry that much about someone casting the data to the wrong type, because doing so will 99% of the time cause a huge spectacular crash, and the error will be fixed immediately.

Events

Event systems are in many ways similar to callback systems. The only difference is that instead of storing a direct pointer to a callback function, they store an event enum. The high level system that polls the events decides what action to take for each enum.

In my opinion, callbacks work better when you want to listen to specific notifications: “Tell me when this sound has finished playing.” Events work better when you process them in bulk: “Check all collision notifications to see if the forces involved are strong enough to break the objects.” But much of it is a matter of taste.

For storing the event queues (or callback queues) I just use a raw buffer (Vector orchar[FIXED_SIZE]) where I concatenate all events and their data:

[event_1_enum] [event_1_data] [event_2_enum] [event_2_data] …

The high level system just steps through this buffer, processing each event in turn. Note that event queues like this are easy to move, copy, merge and transfer between cores. (Again, the power of raw data buffers.)

In this design there is only a single high level system that polls the events of a particular low level system. It understands what all the events mean, what data they use and knows how to act on them. The sole purpose of the event system (it is not even much of a “system”, just a stream of data) is to pass notifications from the low level to the high.

This is in my opinion exactly what an event system should be. It should not be a magic global switchboard that dispatches events from all over the code to whoever wants to listen to them. Because that would be horrid!

Sunday, January 30, 2011

Managing Coupling

(This post has also been posted to http://altdevblogaday.com/.)


The only way of staying sane while writing a large complex software system is to regard it as a collection of smaller, simpler systems. And this is only possible if the systems are properly decoupled.
Ideally, each system should be completely isolated. The effect system should be the only system manipulating effects and it shouldn’t do anything else. It should have its own update() call just for updating effects. No other system should care how the effects are stored in memory or what parts of the update happen on the CPU, SPU or GPU. A new programmer wanting to understand the system should only have to look at the files in the effect_system directory. It should be possible to optimize, rewrite or drop the entire system without affecting any other code.
Of course, complete isolation is not possible. If anything interesting is going to happen, different systems will at some point have to talk to one another, whether we like it or not.
The main challenge in keeping an engine “healthy” is to keep the systems as decoupled as possible while still allowing the necessary interactions to take place. If a system is properly decoupled, adding features is simple. Want a wind effect in your particle system? Just write it. It’s just code. It shouldn’t take more than a day. But if you are working in a tightly coupled project, such seemingly simple changes can stretch out into nightmarish day-long debugging marathons.
If you ever get the feeling that you would prefer to test an idea out in a simple toy project rather than in “the real engine”, that’s a clear sign that you have too much coupling.
Sometimes, engines start out decoupled, but then as deadlines approach and features are requested that don’t fit the well-designed APIs, programmers get tempted to open back doors between systems and introduce couplings that shouldn’t really be there. Slowly, through this “coupling creep” the quality of the code deteriorates and the engine becomes less and less pleasant to work with.
Still, programmers cannot lock themselves in their ivory towers. “That feature doesn’t fit my API,” is never an acceptable answer to give a budding artist. Instead, we need to find ways of handling the challenges of coupling without destroying our engines. Here are four quick ideas to begin with:
1. Be wary of “frameworks”.
By a “framework” I mean any kind of system that requires all your other code to conform to a specific world view. For example, a scripting system that requires you to add a specific set of macro tags to all your class declarations.
Other common culprits are:
  • Root classes that every object must inherit from
  • RTTI/reflection systems
  • Serialization systems
  • Reference counting systems
Such global systems introduce a coupling across the entire engine. They rudely enforce certain design choices on all subsystems, design choices which might not be appropriate for them. Sometimes the consequences are serious. A badly thought out reference system may prevent subsystems from multithreading. A less than stellar serialization system can make linear loading impossible.
Often, the motivation given for such global systems is that they increase maintainability. With a global serialization system, we just have to make changes at a single place. So refactoring is much easier, it is claimed.
But in practice, the reverse is often true. After a while, the global system has infested so much of the code base that making any significant change to it is virtually impossible. There are just too many things that would have to be changed, all at the same time.
You would be much better off if each system just defined its own save() and load() functions.
2. Use high level systems to mediate between low level systems.
Instead of directly coupling low level systems, use a high level system to shuffle data between them. For example, handling footstep sounds might involve the animation system, the sound system and the material system. But none of these systems should know about the others.
So instead of directly coupling them, let the gameplay system handle their interactions. Since the gameplay system knows about all three systems, it can poll the animation system for events defined in the animation data, sample the ground material from the material system and then ask the sound system to play the appropriate sound.
Make sure that you have a clear separation between this messy gameplay layer, that can poke around in all other systems, and your clean engine code that is isolated and decoupled. Otherwise there is always a risk that the mess propagates downwards and infects your clean systems.
In the BitSquid Tech we put the messy stuff either in Lua or in Flow (our visual scripting tool, similar to Unreal’s Kismet). The language barrier acts as a firewall, preventing the spread of the messiness.
3. Duplicating code is sometimes OK!
Avoiding duplicated code is one of the fundamentals of software design. Entities should not be needlessly multiplied. But there are instances when you are better off breaking this rule.
I’m not advocating copy-paste-programming or writing complicated algorithms twice. I’m saying that sometimes people can get a little overzealous with their code reuse. Code sharing has a price that is not always recognized, in that it increases system coupling. Sometimes a little judiciously applied code duplication can be a better solution.
An typical example is the String class (or std::string if you are thusly inclined). In some projects you see the String class used almost everywhere. If something is a string, it should use the Stringclass, the reasoning seems to be. But many systems that handle strings do not need all the features that you find in your typical String class: locales, find_first_of(), etc. They are fine with just aconst char *strcmp() and maybe one custom written (potentially duplicated) three-line function. So why not use that, the code will be much simpler and easier to move to SPUs.
Another culprit is FixedArray a. Sure, if you write int a[5] instead you will have to duplicate the code for bounds checking if you want that. But your code can be understood and compiled without fixed_array.h and template instantiation.
And if you have any method that takes a const Vector &v as argument you should probably take const T *begin, const T *end instead. Now you don’t need the vector.h header, and the caller is not forced to use a particular Vector class for storage.
A final example: I just wrote a patching tool that manipulates our bundles (aka pak-files). That tool duplicates the code for parsing the bundle headers, which is already in the engine. Why? Well, the tool is written in C# and the engine in C++, but in this case that is kind of beside the point. The point is that sharing that code would have been a significant effort.
First, it would have had to be broken out into a separate library, together with the related parts of the engine. Then, since the tool requires some functionality that the engine doesn’t (to parse bundles with foreign endianness) I would have to add a special function for the tool, and probably a #define TOOL_COMPILE since I don’t want that function in the regular builds. This means I need a special build configuration for the tool. And the engine code would forever be dirtied with the TOOL_COMPILE flag. And I wouldn’t be able to rearrange the engine code as I wanted in the future, since that might break the tool compile.
In contrast, rewriting the code for parsing the headers was only 10 minutes of work. It just reads a vector of string hashes. It's not rocket science. Sure, if I ever decide to change the bundle format, I might have to spend another 10 minutes rewriting that code. I think I can live with that.
Writing code is not the problem. The messy, complicated couplings that prevent you from writing code is the problem.
4. Use IDs to refer to external objects.
At some point one of your systems will have to refer to objects belonging to another system. For example, the gameplay layer may have to move an effect around or change its parameters.
I find that the most decoupled way of doing that is by using an ID. Let’s consider the alternatives.
Effect *, shared_ptr
A direct pointer is no good, because it will become invalid if the target object is deleted and the effect system should have full control over when and how its objects are deleted. A standardshared_ptr won’t work for the same reason, it puts the life time of Effect objects out of the control of the effect system.
Weak_ptr, handle
By this I mean some kind of reference-counted, indirect pointer to the object. This is better, but still too strongly coupled for my taste. The indirect pointer will be accessed both by the external system (for dereferencing and changing the reference count) and by the effect system (for deleting the Effect object or moving it in memory). This has the potential for creating threading problems.
Also, this construct kind of implies that external systems can dereference and use the Effectwhenever they want to. Perhaps the effect system only allows that when its update() loop is not running and want to assert() that. Or perhaps the effect system doesn’t want to allow direct access to its objects at all, but instead double buffer all changes.
So, in order to allow the effect system to freely reorganize its data and processing in any way it likes, I use IDs to identify objects externally. The IDs are just an integers uniquely identifying an object, that the user can throw away when she is done with them. They don’t have to be “released” like aweak_ptr, which removes a point of interaction between the systems. It also means that the IDs are PODs. We can copy and move them freely in memory, juggle them in Lua and DMA them back-and-forth to our heart’s content. All of this would be a lot more complicated if we had to keep reference counts.
In the system we need a fast way of mapping IDs back to objects. Note that std::map is not a fast way! But there are a number of possibilities. The simplest is to just use a fixed size array with object pointers:
Object *lookup[MAX_OBJECTS];
If your system has a maximum of 4096 objects, use 12 bits from the key to store an index into this array and the remaining 20 bits as a unique identifier (i.e., to detect the case when the original object has been deleted and a new object has been created at the same index). If you need lots of objects, you can go to a 64 bit ID.
That's it for today, but this post really just scratches the surface of decoupling. There are a lot of other interesting techniques to look at, such as events, callbacks and “duck typing”. Maybe something for a future entry...