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Ehh...I see what you mean but... A lot of tricks have gone into the render pipeline to get pixels drawn in parallel but a lot of rendering is fundamentally ordered. Rasters, blends, grab passes etc. and other non communicative operations are done in sequence even if they can be done in parallel per pixel. And these are just the required cases. Plenty of time you want to order things for performance reasons.

>Most of my current parallelization is explicit ordering of scene elements which allows me to prepare buffers/draw commands in parallel, and filling GPU buffers in parallel. If

That's not naturally parallel. You did all that work to know the order of the object before hand. Its not naturally parallel like, say, functional programming with no side effects is naturally parallel.

And you've hyper focused on the 3D render pipeline when many 2D frameworks have a single Layout/UI thread.

And the major point is none of that has to do with ECS!




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