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by jrs95
3021 days ago
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Even in something like Go which has this kind of concurrency in mind, performance critical code is often written with the more traditional "threads & locks" approach with the goal of using the ideal number of goroutines to maximize hardware use but no more than that. Not saying that other concurrency models don't have the throughput for a AAA game, but when your goal is to get the most out of the hardware of one desktop/console you're going to have different priorities than a server environment. |
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