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eduard-permyakov
peredvizhnikov-engine
C++2023–2023
eduard-permyakov / peredvizhnikov-engine

peredvizhnikov-engine

A fully lock-free game engine written in C++20

4Distinct people
5Mentions
0Explicit recommenders
749GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

A fully lock-free game engine written in C++20

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 5:04:57 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by day5 dated mentions

Observed mentions: 2023-08-31 17:25:01 UTC to 2023-09-10 21:51:20 UTC.

012342023-08-31 00:00:00 UTC to 2023-09-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 commentsAug 312023-09-01 00:00:00 UTC to 2023-09-02 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-09-02 00:00:00 UTC to 2023-09-03 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-09-03 00:00:00 UTC to 2023-09-04 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-09-04 00:00:00 UTC to 2023-09-05 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-09-05 00:00:00 UTC to 2023-09-06 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsSep 52023-09-06 00:00:00 UTC to 2023-09-07 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-09-07 00:00:00 UTC to 2023-09-08 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-09-08 00:00:00 UTC to 2023-09-09 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-09-09 00:00:00 UTC to 2023-09-10 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-09-10 00:00:00 UTC to 2023-09-11 00:00:00 UTC (exclusive): 4 mentions; 1 submissions, 3 commentsSep 10

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
Aug 312023-08-31 00:00:00 UTC2023-09-01 00:00:00 UTC110
Sep 12023-09-01 00:00:00 UTC2023-09-02 00:00:00 UTC000
Sep 22023-09-02 00:00:00 UTC2023-09-03 00:00:00 UTC000
Sep 32023-09-03 00:00:00 UTC2023-09-04 00:00:00 UTC000
Sep 42023-09-04 00:00:00 UTC2023-09-05 00:00:00 UTC000
Sep 52023-09-05 00:00:00 UTC2023-09-06 00:00:00 UTC000
Sep 62023-09-06 00:00:00 UTC2023-09-07 00:00:00 UTC000
Sep 72023-09-07 00:00:00 UTC2023-09-08 00:00:00 UTC000
Sep 82023-09-08 00:00:00 UTC2023-09-09 00:00:00 UTC000
Sep 92023-09-09 00:00:00 UTC2023-09-10 00:00:00 UTC000
Sep 102023-09-10 00:00:00 UTC2023-09-11 00:00:00 UTC413

What Hacker News says

5 sources
Not quite; with mutex based actors an interruption of the actor thread would cause that mutex (and thus that actor code) to remain locked until the original thread resumes. No additional parallelism will allow that actor code to be "restarted" or "resumed" as the mutex owned by the interrupted thread is locked. This implementation relies heavily on restartable functions in order to allow another parallel thread to pick up and continue the work of an already in progress but otherwise interrupted actor. See page three of the (excellent) design document: https://github.com/eduard-permyakov/peredvizhnikov-engine/bl... Thus while it might not strictly be "more parallel" (same number of actors), it does seem to be able to make better use of more parallelism for completing the same set of work.
In Peredvizhnikov Engine: Lock-free game engine written in C++20

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