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Jean Simonet
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Coroutines 2

This article was a follow up to the article Logic over Time in which I described why new language features, such as coroutines, can help game programmers write more readable and robust state machines. In it, I talk in more details about the specifics of my implementation of coroutines and its advantages and uses beyond state machines themselves. Specifically, I talk about concurrency and synchronization.

Read the rest of this article on Gamasutra

Source code on Github

 

 

 

Beyond-the-State-Machine.jpg
While Concurrent.jpg
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Copyright © 2019 Jean Simonet