Created
December 29, 2017 02:33
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| <Jarcode> mazeto: I'm referring to the kind of computation that occurrs in most simulation games as not parrellelizable | |
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| <Jarcode> mazeto: for example, collision detection gets gnarly with multiple threads and you end up having to aggressively group bodies together that might collide with each other and then perform the actual computations in the same thread | |
| <Jarcode> mazeto: and then the same with the other groups | |
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| <Jarcode> mazeto: but then if there's something difficult to predict (ie. very high velocity object that could travel across the entire game world), suddenly you're finding yourself yielding other threads and creating a massive mess | |
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| <beaky> just use a neural network to implement the simulation stuff | |
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| <Jarcode> mazeto: sure, there are cases where it might have a realistic solution with multiple threads (ie. traffic simulation), since you can gaurantee these groups to always interact with each other, but that's probably a best-case scenario |
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