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by shermanyo
3677 days ago
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Great post, related to my thoughts above: https://news.ycombinator.com/item?id=11783491 I think another important factor is the pseudo-realtime update loop that synchronization is tied to. Unless there is some garbage collection between game state changes (unloading unused resources during a level, etc...), its rare that references are invalidated unexpectedly, or accessed in parallel to the cleanup step between game state changes. eg. a global state change from RUN to CLEANUP tells the subsystems to stop using a resource, so during the CLEANUP state the subsystems can safely delete any resources they have ownership of. |
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