(Somewhat off topic?) I talk about threading in Unreal Engine.
gooberman at gmail.com
Sat Oct 5 12:27:36 UTC 2019
So y'all are used to seeing me present about design by
introspection and other compile-time heavy concepts in D. Let's
mix it up a little.
If you've ever heard me tell you how your approach to threading
is wrong, here's a good place to start. I did a talk at the
Helsinki Unreal Engine meetup a few days back. It's not recorded,
but the slides are available from that link. It describes how I'm
adapting UE to behave better with threading. It also describes
the theory behind why I'm doing what I'm doing. None of the
theory is surprising if you work on proprietary AAA console
gaming engines, but (given the good reaction it got) it's
enlightening if you don't.
There's a possibility I'll present this in a revised/improved
form next year at a couple of events. So there'll probably be
video if you can wait a few months.
Needless to say. It's also a good reference to show that one
approach to threading does not fit all, so if you ever hear me
argue against how threading should be approached in
druntime/phobos/etc then all this is worth keeping in mind.
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