Why I Reimplemented Trio in a Game Engine
Explore the implementation of Trio-like structured concurrency in a game engine through this PyCon US talk. Discover how Daniel Pope reimplemented Trio concepts in Wasabi2D, simplifying game logic tasks and making concurrent programs easier to reason about. Learn about concurrency in video games, structured concurrency with game logic examples, and parallels between I/O-based concurrency tasks and those in video games. Gain insights into writing games in Wasabi2D and compare the differences between Wasabi2D and Trio's implementation of structured concurrency concepts. Understand which elements are foundational to structured concurrency and which are specific to Trio's problem space. Dive into topics such as coroutines, nurseries, task groups, event objects, and the differences between discrete and continuous time in game development.