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2026-10-06 14:07:33 UTC
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Liblast on Nostr: There is a highly-parallel programing environment that you might already have ...

There is a highly-parallel programing environment that you might already have experience working with: shaders!
Shaders are programs that can execute in thousands of threads on the GPU and so must be done in a non-blocking way. Each fragment or vertex cannot depend on others.
What if game events were processed this way?
We could use hash maps (like textures!) to allocate events to entities, then have all entities process events in parallel, and generate events for the next tick.
Could this work?