I think maybe it's only when you see performance problems that are cpu bound that you need to profile your game and then see if cache misses are a big problem in your case.
This is deeply wise, and I am in full agreement.
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This, too. Sums up my thoughts more eloquently than I have been able to. There's nothing wrong with the approach described in the article, if you take into account the fact that a big part of writing good code is all about choosing the right tools for a particular job. I think the article perhaps put my back up a bit by overstating the usefulness or applicability of the approach, implying that we should all ditch OOP for this new paradigm, which is clearly bollocks. I say this with huge respect for Noel Llopis, and I'm sure he'd agree that data-oriented design not a silver bullet - he just worded the article as if he thought it might be one.