In this video, I break down the engineering journey behind StructForge v1.4, a high-performance data structures library for Unity and .NET.
🚀 The Project: https://github.com/FurkanKirat/Struct...
📦 NuGet Package: https://www.nuget.org/packages/Struct...
📦 Open Upm Package: https://openupm.com/packages/com.kank...
🎮 My Voxel Engine: https://github.com/FurkanKirat/deepbound
📖 Dev.to Article: https://dev.to/furkankirat/the-unsafe...
When I started this project, I assumed that using "Unsafe Pointers" was the only way to achieve maximum performance in C#. However, extensive benchmarking revealed a surprising truth: The .NET JIT compiler often optimizes standard "Safe" array access better than manual pointer arithmetic.
Based on this data, I re-architected StructForge to use a Hybrid Design, achieving:
✅ 40% Faster Grid Iteration (vs Native 2D Arrays)
✅ 300x Faster Bit Operations (using SIMD)
✅ Zero-Allocation Guarantee (No GC Spikes)
Timestamps:
0:00 - Introduction & The Problem (GC Spikes)
0:22 - The Solution: Cache Locality & Span{T}
0:40 - Benchmarks: 300x Faster BitOps
1:42 - The Surprise: Safe Arrays vs Unsafe Pointers
2:28 - Live Demo: Deepbound Engine Performance
2:45 - Conclusion & Download
If you are a Unity developer looking to optimize your game loops, check out the library on GitHub/UPM.
#csharp #unity3d #gamedev #optimization #dotnet #programming #softwareengineering #benchmark