I had an idea about applying the “map reduce” model to a realtime game code.
I have written alot of game code, both on my own homebrew game engines, and on Unity & Unreal.
My game loops have allways been designed as a collection of entities ( objects or componnents ) which call each-others' methods sequentially.
Simplified example: Hero raycasts gunshot to enemy → Hero's gun calculates that shot hit → Gun calls enemy's “do 20 damage” function.
I had always avoided parallel game logic because of all of the consistency problems that might arise.
Recently I had toyed with creating a …