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Lock-free programming for the masses ยท KC Sivaramakrishnan edit / delete
"We use take l_fork <*> take r_fork to atomically take both of the forks." Reagents in Multicore OCaml -- which are semantically (more or less?) equivalent to the multiway barriers that Neil implemented in CHP.
to concurrency multiway ocaml reagents synchronisation ... on 14 October 2016
"SFS (or SyncFS) is a filesystem for replicating files between geographically distributed nodes of a network, with multi-master active/active configuration and especially suited for a star network topology." It uses FUSE... and rsync!
to fs fuse rsync software synchronisation ... on 18 January 2015
Synchronous RTS Engines 2: Sync Harder edit / delete
A bit more detail, including desync recovery.
to ag0907 desync games multiplayer networking recovery synchronisation ... on 26 August 2014
Synchronous RTS Engines and a Tale of Desyncs edit / delete
The problems of game state synchronisation; also has a nice bit about simulation vs. visualisation timescales. The unstated lesson here is that you want a more graceful way of recovering from desyncs than just completely stopping the game!
to ag0907 desync determinism games multiplayer networking synchronisation timing ... on 26 August 2014
Gamasutra - 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond edit / delete
"This paper explains the design architecture, implementation, and some of the lessons learned creating the multiplayer (networking) code for the Age of Empires 1 & 2 games; and discusses the current and future networking approaches used by Ensemble Studios in its game engines." Circa 2001.
to ag0907 age-of-empires games latency multiplayer networking synchronisation ... on 25 August 2014
High-Performance Synchronization for Shared-Memory Parallel Programs | University of Rochester Computer Science edit / delete
Code for assorted synchronisation operations. TBB uses this as a reference.
to concurrency parallelism research software synchronisation ... on 12 September 2011
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3 | + ag0907 |
1 | + age-of-empires |
2 | + concurrency |
2 | + desync |
1 | + determinism |
1 | + fs |
1 | + fuse |
3 | + games |
1 | + latency |
3 | + multiplayer |
1 | + multiway |
3 | + networking |
1 | + ocaml |
1 | + parallelism |
1 | + reagents |
1 | + recovery |
1 | + research |
1 | + rsync |
2 | + software |
1 | + timing |
tasty by Adam Sampson.