Liblast on Nostr: A big bottleneck in games is operations that must be performed in a specific order ...
A big bottleneck in games is operations that must be performed in a specific order and cannot be parallelized. Even our pocket computers nowadays could do 4 or more threads. It seems wasteful to tie game's performance to a single thread, but every programmer knows threads are an unending source of unexpected bugs and are notoriously hard to debug.
#Godot offers some options to parallelize node graph processing, but I have not yet gotten into that...
Published at
2026-10-06 14:03:03 UTCEvent JSON
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