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Comment by vvanders

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.

parent vvanders 10 years ago

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