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GrantTheAnt's profile
Grant Davies
Grant Davies
Grant Davies
@GrantTheAnt

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Grant Davies

@GrantTheAnt

Formerly: * Lead engineer Blizzard / StarCraft: Remastered * Co-founder @EndgameStudios. Author of VS debug add-on: Niah Text Filter. Tweets are my own.

Irvine, CA
granttheant.com
Joined March 2009

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    1. Craig Tiller‏ @invalidop 9 Nov 2020
      Replying to @nicolas_noble @BenFoxworthy @kurtismcc

      Gosh I'd love to go back and write some game AI with async/await.

      1 reply 0 retweets 2 likes
    2. Ben Foxworthy‏ @BenFoxworthy 9 Nov 2020
      Replying to @invalidop @nicolas_noble @kurtismcc

      Really?? Help me out var target = await FindMyTarget(); await MoveToTarget(); // What even is the state of the program now? Is it shutting down? Does the target still exist? Do I still exist? Do I still want to attack this? AttackTarget(); Maybe I am just a grump

      1 reply 0 retweets 0 likes
    3. Craig Tiller‏ @invalidop 9 Nov 2020
      Replying to @BenFoxworthy @nicolas_noble @kurtismcc

      So Rust is my jam lately, and I'm unsure how much things translate... But there it's pretty easy to drop a future if it no longer makes sense... So I'd probably wrap that Move or something higher with a monitor that'd abort when things changed.

      2 replies 0 retweets 1 like
    4. Ben Foxworthy‏ @BenFoxworthy 9 Nov 2020
      Replying to @invalidop @nicolas_noble @kurtismcc

      Makes sense. I guess my point is that it's really easy/tempting to write it in the naïve way I did above (especially if the condition is unlikely to change). So it leads to a lot of code that is 99% right.

      1 reply 0 retweets 0 likes
    5. Craig Tiller‏ @invalidop 9 Nov 2020
      Replying to @BenFoxworthy @nicolas_noble @kurtismcc

      Show me the way to write this that is impervious against mistakes.

      2 replies 0 retweets 0 likes
    6. Grant Davies‏ @GrantTheAnt 9 Nov 2020
      Replying to @invalidop @BenFoxworthy and

      Yeh, if finding your target really is an operation that needs to be split over multiple frames, in a traditional state machine, wouldn't you need to store the target in a member variable? And therefore wouldn't it be vulnerable to identical failure conditions?

      1 reply 0 retweets 0 likes
    7. BLM Kurtis McCathern BLM‏ @kurtismcc 9 Nov 2020
      Replying to @GrantTheAnt @invalidop and

      The point is in a traditional state machine, it’s obvious when you abort, because you just don’t call advance. When that’s happening on another thread, you don’t know when it’s safe to tear down because you aren’t the thread calling advance() or idle() or whatever.

      2 replies 0 retweets 1 like
    8. Grant Davies‏ @GrantTheAnt 9 Nov 2020
      Replying to @kurtismcc @invalidop and

      Do you need to worry about concurrency though? Async can be single threaded right?

      2 replies 0 retweets 0 likes
    9. Ben Foxworthy‏ @BenFoxworthy 9 Nov 2020
      Replying to @GrantTheAnt @kurtismcc and

      Yes - Even if single-threaded, if it's a state machine with member variables: 1. I can clear/destruct the state if needed 2. I can find it to output in a debug tool 3. I know there is only one copy of it It's the fact that some program state is sort of hidden that bugs me.

      1 reply 0 retweets 0 likes
    10. Grant Davies‏ @GrantTheAnt 9 Nov 2020
      Replying to @BenFoxworthy @kurtismcc and

      I see. Yeh, that's fair. Full disclosure - I was wondering about async in game tech a few months ago so I wrote a little async game to test it.

      1 reply 0 retweets 0 likes
      Grant Davies‏ @GrantTheAnt 9 Nov 2020
      Replying to @GrantTheAnt @BenFoxworthy and

      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.

      10:59 PM - 9 Nov 2020
      3 replies 0 retweets 0 likes
        1. Ben Foxworthy‏ @BenFoxworthy 9 Nov 2020
          Replying to @GrantTheAnt @kurtismcc and

          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.

          0 replies 0 retweets 0 likes
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        1. New conversation
        2. Ben Foxworthy‏ @BenFoxworthy 9 Nov 2020
          Replying to @GrantTheAnt @kurtismcc and

          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?

          1 reply 0 retweets 0 likes
        3. Grant Davies‏ @GrantTheAnt 9 Nov 2020
          Replying to @BenFoxworthy @kurtismcc and

          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.

          0 replies 0 retweets 1 like
        4. End of conversation
        1. New conversation
        2. StarCraftSniper‏ @oRaGaMi1337 20 Dec 2020
          Replying to @GrantTheAnt @BenFoxworthy and

          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

          3 replies 0 retweets 0 likes
        3. Craig Tiller‏ @invalidop 20 Dec 2020
          Replying to @oRaGaMi1337 @GrantTheAnt and

          Sorry you have to deal with this nonsense Grant.

          0 replies 0 retweets 2 likes
        4. End of conversation

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