(Somewhat off topic?) I talk about threading in Unreal Engine.

Ethan 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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