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> Also, the async/threading model breaks it's chains and requires developers to know about the internal implementation. That to me is a serious WTF. You're goi
by lewispollard 6y ago
> Also, the async/threading model breaks it's chains and requires developers to know about the internal implementation. That to me is a serious WTF.
You're going to have to know that stuff for any game engine that isn't just a pure C# framework. Unity is no exception afaik, you have to use the Unity API Job system to be able to run threads safely. I use async/await in Godot C# all the time. Threading requires using the Godot API, sure, that's natural, since threading can be a mess in video games.