Not just game engines, but everywhere. Take Ruby for instance. It'll start a background thread that'll poke at the VM causing periodic garbage collections, which will make all sort of weird shit happen and make Ruby runs absolutely not deterministic.
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Ce Tweet est indisponible.
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I think I watched that presentation. A lot of it was over my head but still thought it was nifty - found the deck for it:https://www.gdcvault.com/play/1024444/The-Data-Building-Pipeline-of …
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The roundtable is more of a "people sit around and talk about random topics" but that deck is the same year and is pretty much our asset pipeline now though it is faster now with the investments since then. Deck covers watertight dependencies, but determinism is equally important
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@ChristerEricson Any reading/resources to recommend? I understand the principles and see the value, but have never been exposed to it on a large scale (whole game+ size). I've done ABI differentiation etc. But would love to know more about whole build determinism. -
Not aware of any resources talking about this. But we’re talking about same inputs always providing same outputs. So eradicating all: uninitialized data (and padding), race conditions, half-written files, randomization, time or hardware dependencies, etc.
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Oh yeah, well, you’re a build determinism
Merci. Twitter en tiendra compte pour améliorer votre fil. SupprimerSupprimer
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Le chargement semble prendre du temps.
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