Gosh I'd love to go back and write some game AI with async/await.
The code was much more readable than traditional game dev code, but it did take a little getting used to. I imagine another concern on high performance games might be predictability of scheduling.
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Yeah, I was going to mention perf/scheduling too. I'm working on Oculus Quest at the moment which has limited cores. I'm a little triggered by code that casually shoves expensive work into Tasks assuming it's free.
Thanks. Twitter will use this to make your timeline better. UndoUndo
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I guess my question is, is it actually more readable once you do all the proper condition checks & error handling after every single await call?
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For me, it was a huge win in readability. Though there was a small loss in occasionally having to deal with cancellation tokens as
@kurtismcc pointed out.
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Imagine if you all helped grant with his work ok SCR. He has an entire forum full of raged out gamers and hes years late on the development cycle schedule, no updates no communication except with you guys here. Give him a hard time for the starcraft community. Peer pressure ftw
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Sorry you have to deal with this nonsense Grant.
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