3 ms·
Here's one of their many impressive software dev stories: making transport belt update multithreaded https://factorio.com/blog/post/fff-364#:~:text=Multithreade
by kzrdude 4mo ago
Here's one of their many impressive software dev stories: making transport belt update multithreaded https://factorio.com/blog/post/fff-364#:~:text=Multithreaded%20belts https://factorio.com/blog/post/fff-364#:~:text=Multithreaded...
- pdpi 4mo agoThat one will never cease to impress me. Belts are basically the “Turing complete” of parallelism — I expect that every single data dependency pattern imaginable can be expressed as belts.
- Ferret7446 4mo agoIsn't that just channels in Go?
- pdpi 4mo agoKind of, but not really — Channels are FIFOs, and there's approximately zero work happening inside. Factorio belts can have insertions/removals at arbitrary points along the belt (including players grabbing stuff off the belt whenever they choose), and require simulating movement of items along the belt. They also come in much more complex topologies than Go channels ever do in practice.