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Multithreading the Entire Destiny Engine
GDC Festival of Gaming

A 2015 GDC talk by Bungie's Barry Genova on how Destiny's engine was restructured into a job graph with limited thread pre-emption. It is aimed at programmers of demanding game engines.
HN points to it as a real-world example of game engine multithreading and of safety annotations in C.
4 Hacker News mentions · 2017–2022