Current hypothesis: The sweet spot for transactions will be Intel-style TSX with speculative execution of atomic blocks and lone atomic instructions, making them free in the no-contention case. All else will be a software problem.https://twitter.com/timsweeneyepic/status/996269325378973696 …
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I don’t realistically see any solution for user-friendly multithreaded gameplay other than transactions of some sort. Gameplay programmers can’t be expected to understand all possible data races that might exist across all existing gameplay and engine code.
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Unity & Overwatch both seem to be getting good results from using an Entity Component System architecture. Elimination of global state, separation of code & data, clearly defined inputs & outputs. Would be a challenge to move Unreal to this model, and might limit flexibility...
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