async/await is not a tool for game developers. The only use they might have in a game is for data request, whatever is the source, but they are NOT to be used to make gameplay code asynchronous. I didn't have anything but troubles in using them for gameplay code.
Don't get me wrong , I like the async pattern. it's the just the fact that is not designed for games. I.e.: cancellation token pattern is moronic, there is no way to cancel tasks contextually at once so you don't have control over their life contextually. They are terrible to profile.
Sep 20, 2022 • 11 tweets • 5 min read
I finally completed the brush-up of the articles I wrote over the last 10 years! With this 🧵, I am going to present them 1 by 1 as they will be worthy of attention for a while. This exercise has been cathartic for me and I hope it can deserve your RT or share.
An introduction to the issues that an IoC container could solve. The article was written when I made (and then later on abandoned) Svelto.IoC. The article has a good explanation of the Singleton and Unity limits.
You showed an interest in knowing why I currently think the ECS paradigm can be used to write maintainable code. This is going to be a long read (20+ tweets) but it's a summary of what I write on sebaslab.com. Let me know if it makes sense to you:
In case you never used a procedural language: have you ever thought how to write a whole game with it? It was fun. A main function was usually running a single loop for the duration of the game execution with all the logic in it, laid out sequentially