Why I Reimplemented Trio in a Game Engine

Why I Reimplemented Trio in a Game Engine

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Outer cancellation implies inner cancellation

14 of 18

14 of 18

Outer cancellation implies inner cancellation

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Why I Reimplemented Trio in a Game Engine

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  1. 1 A Standard PyGame Tutorial
  2. 2 Hard-coded game loop
  3. 3 Scenegraph
  4. 4 Taking the concurrent view
  5. 5 Update functions do busy work
  6. 6 Coroutines to the rescue!
  7. 7 Unity Game Engine
  8. 8 Scratch has implicit coroutines
  9. 9 Subtasks are launched through nurseries
  10. 10 Asyncio Task Group arriving in 3.11
  11. 11 Enemies that come in waves
  12. 12 Each ship is a bundle of tasks
  13. 13 Awaiting input
  14. 14 Outer cancellation implies inner cancellation
  15. 15 Event Objects
  16. 16 Synchronisation using events
  17. 17 Event loops
  18. 18 Discrete vs continuous time

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