Zig Structs of Arrays (2024)

(andreashohmann.com)

112 points | by Tomte 4 days ago

9 comments

  • smallstepforman 9 hours ago
    The GPU loves arrays of structures AoS, since all vertex data fits in its triangle assembly cache. Once given to the GPU, the software side doesnt really care for all vertex parameters so this optimisation is pointless. Only relavent when you have instance rendering (leaves, grass) but then you only need an array of vec3’s, not the other parameters so back to normal arrays.

    Meanwhile, game engines need operator overloading for adding/multiplying vectors (spatial transforms, lighting, physics) and core zig design philosophy prevents operator overloading.

    Blind leading the blind. Disclaimer - I do professional rendering engines.

    • the__alchemist 5 hours ago
      > Meanwhile, game engines need operator overloading for adding/multiplying vectors (spatial transforms, lighting, physics) and core zig design philosophy prevents operator overloading.

      This is a frustrating decision. My use cases for low level languages overlap closely with my use cases for vectors (etc) with operator overloading. It was one of the first things which put a bad taste in my mouth about Zig.

    • fasterik 4 hours ago
      On the other hand, SIMD loves SoA, and so does the CPU cache. It all depends on what you're doing with your data.

      Zig professes to be a C replacement, not a C++ replacement, so leaving out operator overloading is consistent with that design goal. But I agree, I would prefer to program in a language that expresses mathematical relationships more naturally.

    • geysersam 7 hours ago
      Genuine question: why do you think game engines need operator overloading? I mean, what's wrong with generic functions like add, multiply, dot etc.
      • aaaashley 7 hours ago
        Not GP, but I've written game engines and rendering engines. Vector operations are just common enough that having to write `.mul` every time is a huge pain, especially when you put many of them together for a large formula. Compare:

        (physics_data.velocity + omega * change) * frame_delta_time

        to

        physics_data.velocity.add(omega.mul(change)).mul(frame_delta_time)

        We learn to read and think about math a certain way, which is incompatible with Zig. Also, Zig's design philosophy of "reading code over writing code" is incompatible with the kind of small modification-test-cycles required when doing games, and creative programming in general. So Zig is sort of DOA anyway for that kind of thing.

        But I've been using Zig for non-game projects and it's been fantastic, so definitely not "Blind leading the blind" for the overall language design, imo.

        • smj-edison 7 hours ago
          I've been thinking about a way around this, and I'd be interested to see if comptime with a DSL wouldn't be too unwieldy. Something like

            math("(v + Ω * c) * Δt", .{ .v = physics_data.velocity, .@"Ω" = omega, .c = change, .@"Δt" = frame_delta_time})
          
          I know this is already possible with comptime, though I haven't implemented it yet since I haven't needed vector math in what I'm working on currently. Can't decide whether using math names is better or worse than using the full variable names though.
          • dnautics 5 hours ago
            I have a sibling comment -- having thought about this for a very very long time, zig should really implement binary pseudo-operator syntactic sugar. I don't think this violate zig's spirit of 'no hidden function calls' in that I don't think it takes much of a mental lift to "get" that (_ <+> _) means "heyo this is a function call, not a true operator".
            • smj-edison 5 hours ago
              At first I was going to say that I disagreed since you couldn't choose what implementation of addition you wanted, but now that I've read your comment where you import the type of addition used, it's growing on me. Would you have operator precedence, or would it be more like Smalltalk's binary operators?
              • dnautics 5 hours ago
                forced use of parens, or else syntax error.
          • aaaashley 6 hours ago
            yes! i had this exact idea. i also thought about integrating geometric/clifford algebra using zig's type system so that you could have one mathematical multivector object instead of complex / quaternion types, etc.
            • smj-edison 5 hours ago
              That's the other great thing about using comptime, is you can specify which DSL you want to use for which scenario. You're not locked into one implementation.
          • stouset 6 hours ago
            All this just to prevent people from using + - * / and ^. Why?
            • AnduCrandu 2 hours ago
              It's appealing to people who want to understand and control everything they're doing. When I'm using pandas or SQLAlchemy, I have no idea what the code is actually doing. Most people don't care about such implementation details, but some people do.
            • smj-edison 5 hours ago
              Andrew talks about it because it introduces hidden control flow where you're expecting simple operators. In Zig anything that deals with control flow is a keyword (including short circuiting and, which is `and` instead of `&&`).

              I'd argue though that the real disadvantage to having overloadable arithmetic is that you're limited to one implementation. This is actually my biggest beef with Rust, namely traits/type classes. It locks you into a single implementation when you may want to do something different based on the context. Zig pushes the dispatch decision to the callsite, not a trait subsystem (see how Zig implements hash mays for example). So I'd personally prefer to use a DSL, since it lets me specify what type of dispatch to use.

              • kibwen 4 hours ago
                Overloadable operators are not an instance of hidden control flow. Overloadable operators represent a user-defined function call, and thus can't influence control flow any more than a regular function. And if regular functions can't do anything weird to control flow (e.g. if your language already lacks exceptions (or even weirder things like Ruby-style procs)), then overloadable operators can't either.

                > It locks you into a single implementation when you may want to do something different based on the context.

                If you want differing behavior in a certain context, and if you don't want to use a different method to make the differing behavior explicit (e.g. the `wrapping_add` methods that Rust provides on numeric types), then you can use a different type for that context, e.g. the `std::num::Wrapping` type that Rust provides.

                • smj-edison 4 hours ago
                  > Overloadable operators are not an instance of hidden control flow.

                  In general perhaps not, but in Zig it definitely does. Zig considers calling a function to change control flow, because it's no longer just an operator but something that can cause side effects, includinh mutating in place. Perhaps control flow isn't the right term, maybe non-trivial would be better?

                  With regard to wrappers, I personally find them ugly since 1. They bring in indirection, and I have a personal vendetta against unnecessary indirection, 2. Wrapping doesn't compose well and is a pain to shephard between representations, 3. It's harder to make a function generic across different representations, and 4. Wrappers often don't re-export everything available to their underlying value.

      • hmry 7 hours ago
        Why have operators at all?

          x = x.add(step.mul(2)).mod(width)
        Or in C

          x = imod(iadd(x, imul(step, 2)), width)
        vs

          x = (x + 2*step) % width
        
        For me the answer is very simple: Operators make it easier to read the code which makes it easier to spot bugs. It also makes it easier to turn formulas from textbooks into code.

        If 50% of the code you're working with is using vectors and matrices, not having operators for those parts is quite annoying.

        Note that you can have vector operators without overloading, e.g. Odin has built in vector and matrix types.

        But personally I think it's better to give the user more power instead of only letting the compiler author pick which types to allow operators on. Like how Java overloads + but only on the String class. Why do they get to do it, but not me?

        • applfanboysbgon 6 hours ago
          Woah there, "=" is an operator! I'm afraid you're going to have to go to jail for using an operator in a no-operator zone.
        • dnautics 6 hours ago
          you actually don't want "operator overloading", you want syntactic sugar. I once proposed just a special operator syntax at the parser level, but it got rejected, but if you REALLY wanted it, you could probably do this in about 100-120 lines as a fork of the zig compiler, just hacking (a <_> b) as a special form to be transformed into @"<_>"(a, b). Requiring parentheses elides questions about operator precedence.

              const @"<+>" = @import("operator_module").plus;
          
              ...
          
              const x = (a <+> b);
          • fluffybucktsnek 2 hours ago
            I think both operator overloading and most operators themselves are syntactic sugars. Operator overloading happens to point towards specific functions, whereas arithmetic integer operators point to compiler intrinsics.
            • dnautics 31 minutes ago
              no, in general overloading is not syntactic sugar, it's a feature of the language (being able to (re-)define a function in place X and have it change the function in unrelated place Y).
        • Decabytes 6 hours ago
          > Why have operators at all?

          I mean as an avid Lisp fan, I feel like Lisp basically answers the question of how much syntax you need in a langauge. I must admit though, not having to deal with operators precedence is really nice

            (mod (+ x (* 2 step)) width)
          • adrian_b 3 hours ago
            Regarding operators, there are 3 distinct problems.

            One is to allow the use of simple mathematical symbols as names for functions, instead of allowing only alphanumeric identifiers.

            Most programming languages allow only a small fixed set of symbols to be used as "operators", i.e. as function names.

            The better solution is to allow any Unicode character from certain categories, e.g. "Sm" and "Po" ("Symbol, math" and "Punctuation, other"), which does not have an already assigned role in the language syntax, to be used as a function name.

            Most LISP variants allow the use of various kinds of character symbols as function names.

            The second problem is overloading. Overloading must be treated uniformly for any kind of functions, regardless if their names are identifiers or operator symbols, i.e. not like in Java, where forbidding operator overloading was a mistake (that was an overreaction to C++, which allows the overloading of a few "operators" that are not normal functions and whose overloading should not have been allowed, e.g. the comma operator).

            The overloading of operators, especially for user-defined data types is something absolutely essential for scientific and technical computing.

            The majority of programmers have not been exposed to programs that contain a great amount of computations, so they are accustomed only with simple expressions that contain a few variables.

            In scientific and technical computing it is very frequent to have very big expressions, which may contain a large number of operations and variables, where the variables may have various types, like complex numbers, vectors, matrices, complex vectors, complex matrices, or there may be a type system with distinct types for various physical quantities, like voltages, electric currents, capacitances and so on.

            Anyone who had to write frequently such big expressions will definitely prefer, both for writing and for reading, to use overloaded operator symbols instead of long function names, which would fill most of the visual space with superfluous characters, obscuring the structure of the big expression.

            The third problem is the syntax of function invocation. Most programming languages allow functions whose names are identifiers to use only prefix invocation but for some symbolic operators they allow infix invocation.

            Here I also prefer the languages that do not differentiate between functions with alphanumeric names and functions with symbolic names (i.e. operators). There are languages where for any function it may be specified that it must be invoked as an infix operator, if this is desired.

            Which is the best between the 3 classic solutions for expression syntax, traditional expressions with infix operators and multi-level precedence rules (like in FORTRAN and ALGOL), expressions with infix operators and a unique precedence rule for all operators (like in APL) and expressions without infix operators (like in LISP), is debatable.

            Each of the 3 solutions has advantages and disadvantages, so the choice between them is a matter of personal preferences.

    • awesan 8 hours ago
      Zig is adding native vectors including operator support, there are some recent issues/prs about this topic.

      The general technique of SoA is pretty useful both in games and other applications, but of course I cannot speak to the specific use-case you are describing.

      • nvme0n1p1 8 hours ago
        Zig vectors force data into SIMD registers even if that would make the code slower. They're a specialty type. You should only reach for vectors if you would have used SIMD intrinsics in C for example.
        • e4m2 7 hours ago
          Zig vectors do not necessarily force data into SIMD registers; a scalar implementation would work equally well. This is not just a theoretical argument, because Zig code that uses `@Vector` also has to compile for architectures that do not have SIMD instructions.

          That being said, the parent commenter is actually referring to other recent proposals as opposed to existing `@Vector` functionality:

          https://codeberg.org/ziglang/zig/issues/32032

          https://codeberg.org/ziglang/zig/issues/35376

          • nvme0n1p1 5 hours ago
            Interesting, so zig might have both "vectors" and "vecs"? I guess naming is another thing to fix before 1.0 <g>
    • Ciantic 5 hours ago
      Rust should (eventually) support arrays of structures via compile-time reflection: https://fnordig.de/2026/03/25/rust-reflection-and-a-multi-ar...
      • smj-edison 5 hours ago
        I didn't realize compile time reflection was back on track, that's really exciting!
    • beepbooptheory 8 hours ago
      So is the argument that any SoA is pointless? Or just for GPU stuff? Because this isn't really talking about all that one way or another.

      Also does one really need operator overloading? That feels a little strong. I've gotten by with functions just fine.. Does that make the GPU not like me Mr. wise engineer?

  • Sweepi 11 hours ago
    OT: I just spend a few minutes searching for the source of the "Not all CPU operations are created equal" slide of the linked presentation (Andrew Kelley - Practical DOD), its here:

    https://6it.dev/blog/infographics-operation-costs-in-cpu-clo...

  • hiccuphippo 9 hours ago
  • blt 3 hours ago
    After that build-up, I was hoping to see a toy implementation of a method or two for `MultiArrayList`.
  • trymas 10 hours ago
    Slightly related recent HN post: https://news.ycombinator.com/item?id=48382382
  • binaryturtle 9 hours ago
    I'm just seeing a "410 Gone" error on the linked site (same happens to the parent URL too).
    • ArneCode 9 hours ago
      Works for me
      • binaryturtle 9 hours ago
        Still the same. I guess it's some sort of wild anti-bot stuff basing on the user agent?

        /edit

        Yes, as confirmed with cURL, using my browser's "User Agent": 410 blocked. Using some other "User Agent" and it passes along the data. Pretty silly, IMHO.

  • Thaxll 9 hours ago
    This is what games do with ECS.
  • nejam 8 hours ago
    Jfpe?
  • nejam 8 hours ago
    Jdoemhoe