Multithreading the Entire Destiny Engine
Overview
A 2015 GDC talk by Bungie's Barry Genova on how Destiny's engine was restructured into a job graph with limited thread pre-emption. It is aimed at programmers of demanding game engines.
On Hacker News
HN points to it as a real-world example of game engine multithreading and of safety annotations in C.
Topics
Sources
Video by GDC Festival of Gaming, played through YouTube.
Data and selection notes
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HN Library: HackerTube export (2026-10-31) and open-index/hacker-news. Upstream summaries and classifications may contain AI errors.
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