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Parallel design for game engine

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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 …


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