October 05, 2019
So y'all are used to seeing me present about design by introspection and other compile-time heavy concepts in D. Let's mix it up a little.

https://twitter.com/Real_GooberMan/status/1179017565433188352

If you've ever heard me tell you how your approach to threading is wrong, here's a good place to start. I did a talk at the Helsinki Unreal Engine meetup a few days back. It's not recorded, but the slides are available from that link. It describes how I'm adapting UE to behave better with threading. It also describes the theory behind why I'm doing what I'm doing. None of the theory is surprising if you work on proprietary AAA console gaming engines, but (given the good reaction it got) it's enlightening if you don't.

There's a possibility I'll present this in a revised/improved form next year at a couple of events. So there'll probably be video if you can wait a few months.

Needless to say. It's also a good reference to show that one approach to threading does not fit all, so if you ever hear me argue against how threading should be approached in druntime/phobos/etc then all this is worth keeping in mind.