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"I'm not sure why games would be a good target..."

"If you really want a game focused parallelization framework, look into the Entity Component System pattern."

Exactly that. You can break a lot modern games nicely into a lot of little things being done to discrete entities very quickly. But there the problem is that it's easy for the things to be too small, meaning you don't have a lot of time to be "clever" in the code.

I'm ignoring the GPU and just looking at CPU for this. GPU is in its own world where parallelization is forced on you comprehensively, in a space forced to be amenable to that.



Sure there's work you can throw into ECS but its a paradigm shift that is not implicit and also highlights how much doesn't work.




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