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I'm not talking about the loading screen of a video game.



You are saying for example in games. The article is saying for example in games in a loading screen. You are saying not in loading screens. Maybe you should give more specific examples then, instead of leaving people guessing what you mean?


> For example, in games and crypto trading programs, I want to classify all computations into two priorities. I need to do an update / render a frame / compute a trading action in every time period.

Sorry if that is not clear enough. The very next sentence in my comment gave do an update and render a frame as examples about games. I'm talking about the typical game loop. In almost all games the program has to do an update and render a frame every 1/30s or 1/60s. Missing the deadline degrades user experience a lot. And this is constantly happening, applies to almost all games. I mention these examples because I believe they are completely different from loading screens which only happen on occasions. These examples make the batch and low-priority garbage collection I was thinking necessary. Loading screens do not.




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