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TimSweeneyEpic's profile
Tim Sweeney
Tim Sweeney
Tim Sweeney
@TimSweeneyEpic

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Tim Sweeney

@TimSweeneyEpic

Epic Games founder & CEO

epicgames.com
Joined August 2013

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    1. Axel Gneiting‏ @axelgneiting Mar 21
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      Fun fact: Doom Eternal does not have a main or render thread. It's all jobs with one worker thread per core.

      83 replies 344 retweets 2,322 likes
      Show this thread
    2. Tim Sweeney‏ @TimSweeneyEpic Mar 22
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      Replying to @axelgneiting

      In simple terms, how do you prevent data races when an update to one entity requires modifying the state of an unrelated entity? Say, two players shoot at a monster with critically low health and one is credited with the kill.

      11 replies 0 retweets 62 likes
    3. Conor Stokes, the man from online‏ @xDirtyPunkx Mar 22
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      Replying to @TimSweeneyEpic @axelgneiting

      You can implement nearly all concurrency control mechanisms on top of a job system with something akin to continuation passing style/async await/promises. A lock in that model is just a thread safe queue of waiting job continuations, when released the queued continuation runs.

      2 replies 0 retweets 12 likes
      Tim Sweeney‏ @TimSweeneyEpic Mar 22
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      Replying to @xDirtyPunkx @axelgneiting

      In that model, are you manually rolling a custom transaction protocol for every interaction that may occur in-game, and manually plumbing all of the state around and reverting upon failure?

      3:00 PM - 22 Mar 2020
      • 6 Likes
      • 𝓙𝓸𝓷𝓪𝓼 𝓑𝓮𝓷𝓳𝓪𝓶𝓲𝓷 the Rusty Parks ebonner Nisma Didier Conor Stokes, the man from online
      4 replies 0 retweets 6 likes
        1. New conversation
        2. Tim Sweeney‏ @TimSweeneyEpic Mar 22
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          Replying to @TimSweeneyEpic @xDirtyPunkx @axelgneiting

          (totally a loaded question)

          1 reply 0 retweets 9 likes
        3. Conor Stokes, the man from online‏ @xDirtyPunkx Mar 22
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          Replying to @TimSweeneyEpic @axelgneiting

          Haha, I noticed.

          1 reply 0 retweets 0 likes
        4. 2 more replies
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        2. Conor Stokes, the man from online‏ @xDirtyPunkx Mar 22
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          Replying to @TimSweeneyEpic @axelgneiting

          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.

          1 reply 0 retweets 0 likes
        3. Conor Stokes, the man from online‏ @xDirtyPunkx Mar 22
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          Replying to @xDirtyPunkx @TimSweeneyEpic @axelgneiting

          But it really depends, for some stuff an lmdb style single serialized writer with many concurrent unblocked readers makes sense.

          0 replies 0 retweets 0 likes
        4. End of conversation
        1. New conversation
        2. Balázs Simplex Óvári‏ @simplex_fx Mar 24
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          Replying to @TimSweeneyEpic @xDirtyPunkx @axelgneiting

          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.

          1 reply 0 retweets 0 likes
        3. Balázs Simplex Óvári‏ @simplex_fx Mar 24
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          Replying to @simplex_fx @TimSweeneyEpic and

          *super fast. Btw, I think FLECS does something similar with it's staging, but I haven't looked into it deeply.

          0 replies 0 retweets 0 likes
        4. End of conversation
        1. ninepoints‏ @m_ninepoints Mar 26
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          Replying to @TimSweeneyEpic @xDirtyPunkx @axelgneiting

          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

          0 replies 0 retweets 0 likes
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