Hi,
http://stackoverflow.com/questions/301371/why-is-dictionary-preferred-over-hashtable How would you see Dictionnaries implemented, and how that could improve the perfs in our situation? It's been a struggle when I started, cause I did ask myself this question, and I went for hashtables, I guess I can support dictionnaries too, but I need hard evidences that indeed it will perform
a lot better.
The main use for ArrayMaker is really about discrete access to information, not processing a huge list of items during the gameLoop, in that case, yes, I would actually myself look for a more appropriate solution. Having said that, Playmaker would also be out of the question in terms of pur fsm implementation, and I would delegate this sensitive task to a custom action.
The main thing to keep in mind in our Unity environment is that, most likely arrayMaker will never be the bottle neck to performances. Physics, character animation, shaders, network lag, Mesh processing will come first in 99% of the projects. I am running highly sensitive simulation systems using this very same ArrayMaker version, and when I profile, it's completly unnoticeable, peanuts...
If you have a use case scenario where dictionnary would perform better, I would be really glad to test it and provide a more performant alternative for sure, and would actually be a good thing to provide as a sample with ArrayMaker to demonstrate when to use Dictionnary over hashtables.
Bye,
Jean