To be a devil's advocate... "some developers don't understand multithreading, and [with this system] they don't have to" - sounds just like the reasoning that lead to introduction of garbage collection. Not saying DoD is inherently bad. Just that such a goal is questionable.
I haven't used a lot of DoD prior to developing Mana, so to me DoD is what enabled threading to be a solved problem. So it doesn't seem weird to say at all.
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Worth noting, the Mana Engine solves concurrent/parallel (work done within a frame) issues. There are other tools for addressing async (asset loading, etc) issues. They're quite different beasts to tackle, but all get lumped into "multithreading".
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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The strange part is “threading” and “solved problem” in such close proximity :)
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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