this post was submitted on 27 Jul 2023
141 points (97.3% liked)

Selfhosted

40255 readers
1006 users here now

A place to share alternatives to popular online services that can be self-hosted without giving up privacy or locking you into a service you don't control.

Rules:

  1. Be civil: we're here to support and learn from one another. Insults won't be tolerated. Flame wars are frowned upon.

  2. No spam posting.

  3. Posts have to be centered around self-hosting. There are other communities for discussing hardware or home computing. If it's not obvious why your post topic revolves around selfhosting, please include details to make it clear.

  4. Don't duplicate the full text of your blog or github here. Just post the link for folks to click.

  5. Submission headline should match the article title (don’t cherry-pick information from the title to fit your agenda).

  6. No trolling.

Resources:

Any issues on the community? Report it using the report flag.

Questions? DM the mods!

founded 1 year ago
MODERATORS
 

Yup. always gotta be that one single threaded program. In this case, appears to be frigate.

you are viewing a single comment's thread
view the rest of the comments
[–] douglasg14b 1 points 1 year ago* (last edited 1 year ago) (1 children)

there's little excuse for not doing it anymore for heavy applications, especially games

.... Wut. You chose one of the best examples of where multi-threaded workloads are extremely difficult and often impractical as your example of where it should definitely be used...? 🤦

Games are where it's the most difficult, nevermind enterprise workloads that can be multi-threaded on paper, while games can often not even make that work in theory. Game workloads are incredibly, almost insurmountably, difficult to multi-threaded for most teams and studios.

Not just from a technical standpoint but from a practical standpoint as well as you are significantly increasing the surface area for software defects, full of pitfalls and gotchas. Sure you can multi-thread your workload but now it actually runs slower than it would have if you never did this at all due to increased resource usage as a result of synchronization...etc

Games like factorio are rarities, where the developers had both a small game and scope, and all the time and resources they needed to produce multi-threaded solutions to their workloads. Engines like unity have ECS, which has limitations of use and comes with extra asterisks. But outside that and a few other examples actual multi-threading is a massive undertakings that may actually mean your Game cannot be delivered.

[–] [email protected] 2 points 1 year ago

Difficult, yes. Impractical? Absolutely not, at least with some planning ahead. It's not trivial (and I never said it was) but it's getting both easier and more important every year.