https://www.youtube.com/watch?v=LiIoE8ArACs
It was great, if so!
https://www.youtube.com/watch?v=LiIoE8ArACs
It was great, if so!
One direction that I've seen a lot of game engines heading in lately is the Entity Component System model for a lot of the same performance reasons (cache locality of data being the big one) that you've landed on the Actor model.
I'd be curious to know if you'd looked into the ECS model at all, and if you have how you view the tradeoffs between that model and the Actor model proposed in the talk. At a gut level, I get the feeling that your model seems much better suited to the distributed nature that you accomplish in your talk, and that ECS might be slightly more effective at allowing composition in an effective way. You've got so much more experience with both, though, that I'd love to hear you take if you've got one.