I remember seeing games doing actor-like things with message passing on a single thread way back in '02. You could "broadcast" a "damage" message and all the actors that were in the hit region would handle it in however they saw fit. Great way to force decoupling.
Concurrency is somewhat orthogonal(although a nice-to-have), it's more about not doing things that run counter to your hardware.
Over in the games space we don't have the advantage of scaling wide on multiple machines so a couple things that sound heretical are there for good reason.
Concurrency is somewhat orthogonal(although a nice-to-have), it's more about not doing things that run counter to your hardware.
Over in the games space we don't have the advantage of scaling wide on multiple machines so a couple things that sound heretical are there for good reason.