Die4Ever / Die4Ever/AsyncGameEngine
hub process
- Dominant language
- C++
- Stars
- 0
- Forks
- 0
- PR merge metrics
- No merged PRs in 30d
Description
the main process should just be the messaging manager/hub, even the graphics renderer would be a separate process (and handle its own data loading)
ideally each process could serialize and deserialize to patch while running without a hiccup
even the process to control the cpu affinity of the processes could be its own process outside of the messaging hub and the renderer? the core of the engine will probably be mostly 1 process though (graphics, maybe physics, netcode? audio?)
Contributor guide
No contributing guide indexed for this repository
Research direction
Start by documenting the proposed messaging manager/hub, graphics renderer, CPU-affinity controller, and possible physics, netcode, and audio processes. Define how processes would serialize and deserialize to patch while running, then clarify which responsibilities remain in the core engine. Done requires an agreed process architecture and communication design.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- distributed-systems, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 15/100