Mmastodon TechnologySoftware first seen 5 h ago, last 2 h ago, peak #7
Developer's ECS entity ID locking design sparks debate
Original: @ molko is: - Writing an ECS (ugh), - Global Entity ID counter increments under A LOCK (WHAT?!). "I might create new ent
A developer known as Molko is building an Entity Component System and increments a global entity ID counter inside a lock, explaining the choice with the possibility of creating entities from multiple threads. A fellow game developer is publicly criticizing the approach, arguing it serializes entity creation one ID at a time, unlike graphics APIs such as glGenBuffers that can hand out several IDs in a single call.
Why now: Programmers are debating thread-safety trade-offs in ECS architecture, a recurring hot topic in game development communities.
Rank over time, top of the chart is #1. 3 snapshots from 5 h ago to 2 h ago.
Evidence
- @ molko is: - Writing an ECS (ugh), - Global Entity ID counter increments under A LOCK (WHAT?!). "I might create new entities on a new thread." ...*WHAT?* IT DOESN'T EVEN RETURN MULTIPLE IDs LIKE `glGenBuffers()`. It locks and outputs an entity ONCE per lock. ONCE PER LOCK! ...… · Brahvim@mastodon.gamedev.place · 3
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