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1/ @NoxNode

@rfleury

Arenas : Memory management
Multi-Core By Default : Concurrency
?? : Networking

Is there a simple but high value technique (like this and arenas) but for networking?
Thanks for the article btw, very eye-opening.

2/ @rfleury

I don’t work on networked programs very much, but honestly you can infer my general approach from many of my articles. In my post on deterministic simulation and refresh rates, I show how I split a game simulation thread from the UI/render thread. That same general architecture works if you move the game simulation thread onto a different machine, although obviously specifics change. But that architecture would “slice” the problem correctly for networking.

https://www.rfleury.com/p/main-loops-refresh-rates-and-determinism

3/ @NoxNode

@rfleury

I think more so than architecture slicing, I’m looking for a simple and powerful way of making unreliable messages handled by default in the same way this technique makes code multi-core by default. Glenn Fielder has good relevant articles, but I feel like it can be even simpler.