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Yes, that's me. Thanks!
by theanzelm 8y ago
Yes, that's me. Thanks!
- partisan 8y agoThat is a really inspiring talk. I suspect I’ll be playing with Rust this weekend.
- Iv 8y agoReally nice talk! And thanks for this, the actors architecture really talks to me. I am trying to find a distributed architecture that would make sense for a collaborative project I have and this could actually solve many of my problems. I had not considered that message passing could actually be very fast when done right.
- ncallaway 8y agoIt was a really great talk, thank you for that! One direction that I've seen a lot of game engines heading in lately is the Entity Component System model for a lot of the same performance reasons (cache locality of data being the big one) that you've landed on the Actor model. I'd be curious to know if you'd looked into the ECS model at all, and if you have how you view the tradeoffs between that model and the Actor model proposed in the talk. At a gut level, I get the feeling that your model seems much better suited to the distributed nature that you accomplish in your talk, and that ECS might be slightly more effective at allowing composition in an effective way. You've got so much more experience with both, though, that I'd love to hear you take if you've got one.