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DTSTART:20001029T040000
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UID:pretalx-godotcon-24-3X9MQY@talks.godotengine.org
DTSTART;TZID=CET:20241013T130000
DTEND;TZID=CET:20241013T135000
DESCRIPTION:Godot leverages the multi-processing capabilities of modern CPU
 s by using OS threads (a.k.a.\, subprocesses) extensively. There is a numb
 er of different approaches that the engine uses internally and also expose
 s to userland in some cases\, such as a global pool of worker threads and 
 synchronization primitives. In addition\, certain key elements of the engi
 ne must have a notion of multi-threaded processing so that operations are 
 coordinated and synchronized properly. This is especially tricky in featur
 es such as resource loading and interaction with the scene tree.\n\nThis t
 alk will go over all these topics\, explaining where each fits in the glob
 al picture\, how the engine and user projects can benefit from them as wel
 l as certain interesting implementation details. Despite the most natural 
 audience seems to be engine contributors\, this talk is also meant to be e
 njoyed by curious users of the engine that want to understand how stuff wo
 rks and also those that want to learn how to make a good usage of multi-th
 reading in their games.
DTSTAMP:20260412T084534Z
LOCATION:Workshop Room
SUMMARY:Squeezing the CPU. Multi-Threading in Godot - Pedro J. Estébanez
URL:https://talks.godotengine.org/godotcon-24/talk/3X9MQY/
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