This thing just an idea at this point.  Basically, your typical game loop 
will consist of iterating over a collection of objects and calling some 
kind of update operation on each.  I would like to replace this with 
asynchronous signaling.  Signaling could include messages like "update this 
object".  These messages would trigger certain async processes to start in 
the object.  This may allow for more flexible and asynchronous programming, 
since not everything has to fit into an update cycle.

On Sunday, 3 April 2016 21:10:16 UTC-7, Rangel Spasov wrote:
>
> Without knowing too much about the internals, but having used 
> core.async/channels a lot, I don't think "hundreds" of channels will be a 
> problem ever. However, as always the devil is in the details. People might 
> be able to give better feedback if you give more details about your use 
> case. 
>
> On Saturday, April 2, 2016 at 7:59:50 PM UTC-7, JvJ wrote:
>>
>>
>> Lately, I've been working on a game in Clojure, and I've been trying out 
>> various ways of modelling the game state and objects.
>>
>> One of these ideas is to give each object its own channel and make a 
>> fully asynchronous architecture.
>>
>> I would like to know if having potentially hundreds of channels operating 
>> at once would be a significant performance issue.
>>
>> Thanks.
>>
>

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