Fun fact: Doom Eternal does not have a main or render thread. It's all jobs with one worker thread per core.
-
-
(totally a loaded question)
-
Haha, I noticed.
- 2 more replies
New conversation -
-
-
That's definitely one way to do it. Although, you can obviously put some helper abstraction in there to make it a fair bit less manual in terms of plumbing, especially if you're using copy on write etc.
-
But it really depends, for some stuff an lmdb style single serialized writer with many concurrent unblocked readers makes sense.
End of conversation
New conversation -
-
-
You can do diff-merge props in general, using reflection, and have custom diff and merge defined for a field/component, if needed. I did realtime collab editing this way. Was super was, even with reflection working on pods. Would be even faster with SoA.
-
*super fast. Btw, I think FLECS does something similar with it's staging, but I haven't looked into it deeply.
End of conversation
New conversation -
-
-
Tasks/queues/events is the right way to go. I wrestle with UE4's model of everything gets a "tick" all the time which is framerate unfriendly and impossible to multithread sanely. IMO Intel's TBB gets it right, along with engines that promote continuation-passing over ticks
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.