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Comment on Show HN: I'm open-sourcing my game engineparent

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Node of course can work on multiple cores, using worker threads [1]. You can even share large data efficiently using a SharedArrayBuffer.

[1]: https://nodejs.org/api/worker_threads.html

It isn’t trivial to just split up a game into múltiple worker threads and keep everything in sync. With Go, it’s much easier.

Can you expand on the low hanging fruit of splitting a game into multiple goroutines?

What lends itself well to this?

goroutines

There is still considerable overhead turning things into buffers and back. Was there ever a good reason given as to why passing an object to a worker normally has to convert everything to string and back? It is just so completely idiotic.

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