I will update the Clojure and core.async versions to latest.
You're right I forgot to mention the JVM version in the benchmarks.
I'll be running fresh benchmarks once the current task I'm working on is done.
I will have to look into io-thread, not familiar with it.
Although my aim with the benchmarks is to have nearly identical code for all platforms without any platform-specific optimizations - I'm not sure yet how io-thread plays into that.
Will definitely add the JVM version and update Clojure dependencies and let you know when I have fresh benchmarks.
Libgoc is a Go-style CSP concurrency runtime for C: threadpools, stackful coroutines, channels, select, async I/O, and garbage collection in one coherent API.
By the way, to see a great example of how a modern game can be made using the classic Half Life engine, look at the fan made game Half Life: Echoes [1].
It actually looks pretty decent, and the gameplay is top notch.
From what I understand of QFT, the Universe is made of fields of different types, and a “fundamental particle” is just an excitation (wave) in the corresponding field.
For example, a photon is a wave in the universal electromagnetic field,
A charm quark is a wave in the universal charm quark field, etc.
I’m not a trained physicist, so I might be wildly wrong.
Happy you find it cool!
I will update the Clojure and core.async versions to latest.
You're right I forgot to mention the JVM version in the benchmarks.
I'll be running fresh benchmarks once the current task I'm working on is done.
I will have to look into io-thread, not familiar with it.
Although my aim with the benchmarks is to have nearly identical code for all platforms without any platform-specific optimizations - I'm not sure yet how io-thread plays into that.
Will definitely add the JVM version and update Clojure dependencies and let you know when I have fresh benchmarks.