#Multithreading
The BeBox - a mid-90s dual-processor (PowerPC 603 - 66 MHz, or PowerPC 603e - 133 MHz processors) running BeOS - built for native multithreading, symmetric multiprocessing (SMP), and high-performance multimedia.
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November 7, 2026 at 12:34 PM
You retain async/await, multithreading, MonoBehaviours, the works.

Biggest Caveat: Burst-compiled code should still be patched into the main base game. New Burst code doesn't run at Burst speed.

But for scripting and hotfixes? It's incredibly powerful. Has anyone tried it? #GameDev #CSharp 2/2
November 8, 2026 at 12:21 PM
Hey, if you're interested in hashing a whole bunch of data super efficiently, could you please look at this sketch of an API and tell me if it would fit your use case? It supports: incremental, multithreading, batching, limited memory, back-pressure. github.com/servil-softw...
November 7, 2026 at 2:20 AM
leeHom, the Bayesian adapter trimmer + read merger for ancient DNA and cfDNA, is much faster: same likelihoods, same decisions, up to 6.5x on one thread (AVX2, ordered multithreading, htslib).
Lien et al. 2023 found it the most accurate merger; runtime was its weak spot.
github.com/grenaud/leeHom
November 5, 2026 at 4:30 PM
Rust may be the next big #gamedev language. Yes it looks like arcane magic, but: C-level performance, no GC, safe Multithreading, without any memory bugs. Also being able to to make illegal states compiler errors is chefs kiss.

#Godot is already kind of supported: github.com/godot-rust/g...
GitHub - godot-rust/gdext: Rust bindings for Godot 4
Rust bindings for Godot 4. Contribute to godot-rust/gdext development by creating an account on GitHub.
github.com
November 2, 2026 at 9:29 AM
How to move heavy computations off the UI thread using Web Workers in Compose Multiplatform 🚀

https://terrablog.pages.dev/blog/multithreading-compose-multiplatform-web-apps/

#cmp #compose #kotlin #web
November 2, 2026 at 9:48 PM