the way I see it at least, polling is not a problem, Graphics work on frame
loop, that means actions that have to repeat per frame , Unreal objects are
constructed around this functionality , same way we have a World cycle that
drawOn: methods work , then of course you have event loops etc. A signa
> On 17 Jan 2016, at 22:18, Dimitris Chloupis wrote:
>
> Pipes are actually slower than sockets (local UNIX sockets that is) and I
> dont need sockets if I am using shared memory.
>
> I could create an event que and not allow direct access to shared memory,
> this way I make sure everything
Pipes are actually slower than sockets (local UNIX sockets that is) and I
dont need sockets if I am using shared memory.
I could create an event que and not allow direct access to shared memory,
this way I make sure everything happens in order and in sequence. This way
I can make sure multiple wri
First a disclaimer, I do not have a lot of experience with inter-process
communication (I have a bit, though), and no direct experience with mmaped
files.
> On 17 Jan 2016, at 17:41, Dimitris Chloupis wrote:
>
> 1) Do you think this is possible with the current Pharo ?
>
> 2) Will I be limite
An apology for the long post but this is not a simple issue and hence not a
simple question.
So I am looking into ways to integrate Pharo with Unreal to bring some
nuclear powered graphics to Pharo and make us first class citizents to 2D
and 3D world.
For those not aware this is unreal
https://w