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by kqr 3021 days ago
As far as I know, Ada code using its types of actors (tasks and protected objects) can be made very fast, and more importantly for AAA games, very predictable. The default scheduling methods are good enough for many cases, but with the right restrictions, scheduling can even be statically determined and, in principle, a cyclic executive could be generated by the compiler with the same semantics as the original actor code. Unsure if this is actually done in practice, though.