Concurrent event simulation at scale. Schedule, dispatch, resolve.
Dispatches frame rendering pipeline across GPU compute threads.
Resolves rigid-body collisions and constraint solver iterations.
Spatial audio processing: HRTF convolution and reverb compute.
Network state reconciliation with rollback prediction.
Background asset loading with priority-based streaming queue.
Bloom, TAA, color grading, and tone mapping pipeline.
Events enter the dispatcher queue in priority order but are resolved across threads without guaranteed execution sequence. The engine embraces controlled chaos.
Atomic operations replace traditional mutexes. Compare-and-swap primitives ensure thread safety without the overhead of kernel-level locks.
Idle threads steal work from busy threads' deques. Load distribution self-balances across available cores without central coordination.
Critical checkpoints force all threads to synchronize before proceeding. Frame boundaries, physics steps, and network ticks serve as natural barriers.