Synchronizing Game Components
summary
Argues that scaling games needs isolated processes and message-passing rather than shared mutable state, implements it in Erlang with a small L-like language, and demos a 500×500 universe running 1,000 ships (run/timid/attack/flock behaviors) talking to a central universe and display process. Shows load moving across 8 cores, proves pure message-copy only communication scales and that blocking synchronous requests rapidly stall the system.
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chapters (10)
- 0:00Introduction
- 1:25Game Implementation
- 4:20Classical Implementation
- 17:45Go Fully Parallel
- 21:02Example
- 23:14System Overview
- 24:45Demonstration
- 31:19timid ships
- 35:55demo
- 37:31synchronous communication
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