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DOD actually started as an alternative to class inheritance hierarchies. The performance benefits were recognized and popularized after it was implemented.

https://www.gamedevs.org/uploads/data-driven-game-object-sys...



Eh, inheritence is relatively performance friendly.. all the stuff is after all wrapped into one onion shaped object. The problem starts with pointers - aka loose composition and not having "work-bundles" for the hootloop, which usually ideally come as arrays of work-packages.

MA, MA, MA




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