Still trying to process the irony of this very high cognitive-load programming technique (so high very few AAA developers use it), going into the engine mostly serving people who can barely program.https://twitter.com/mike_acton/status/979857844756406272 …
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Replying to @richardmatthias
I’ve always felt that transactional memory is the only plausible technique for bringing numtithreading to mainstream gameplay coders, yet nobody has yet implemented a system that scales to N threads with better performance than the trivial single threaded case.
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At the core, it’s expensive to replace a MOV instruction from inline storage with some heavy table indirection code or a tree traversal. And the amortized overhead of hardware page table copy-on-write is even more expensive.
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Replying to @TimSweeneyEpic @richardmatthias
Thus STM solutions that work on direct analogs of today’s code may just be impractical.
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STM can be super fast if there’s a small number of transactional variables being used. But that seems to require a mostly functional approach to programming, thus a big change in coding style.
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