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CyberDildonicsyesterday at 7:18 PM1 replyview on HN

How often does a video game really need a lock that can be shared between processes,

That seems hugely useful for interprocess communication and I can immediately think of reasons to use IPC in a game. Having a separate voice process for one.


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Dylan16807yesterday at 7:58 PM

But that goes back to "how often". Not how many games use it, but how many times per second they use it. You might touch your voice process lock once per frame? That's negligible in terms of CPU time. Any half-reasonable overhead makes no difference in that lock, but might have a big impact in a more common lock.

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