The Picard Maneuver@lemmy.world to Comic Strips@lemmy.world · 1 年前Death by PowerPoint [Work Chronicles]lemmy.worldimagemessage-square162fedilinkarrow-up11.59Karrow-down122file-text
arrow-up11.56Karrow-down1imageDeath by PowerPoint [Work Chronicles]lemmy.worldThe Picard Maneuver@lemmy.world to Comic Strips@lemmy.world · 1 年前message-square162fedilinkfile-text
minus-squareuis@lemm.eelinkfedilinkarrow-up2·1 年前Oh no, synchronization primitives! Well, you can end up implementing synchronization primitive if you are writing game. Sometimes game engine is kernel in userspace.
minus-squaretheneverfox@pawb.sociallinkfedilinkEnglisharrow-up1·1 年前I’ve done it in a Python system at work before. We used a mutex?(The int, not the lockout) to track worker threads It’s a hell of a lot easier these days… It’s amazing how quickly programming advances when you look back I’m interested in how this came up in a game engine though, and how recent it was
Oh no, synchronization primitives!
Well, you can end up implementing synchronization primitive if you are writing game. Sometimes game engine is kernel in userspace.
I’ve done it in a Python system at work before. We used a mutex?(The int, not the lockout) to track worker threads
It’s a hell of a lot easier these days… It’s amazing how quickly programming advances when you look back
I’m interested in how this came up in a game engine though, and how recent it was