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Looking at Unity made me understand the point of C++ coroutines

a day ago
  • #Game Development
  • #Coroutines
  • #C++
  • C++ coroutines have been available for 6 years but are rarely used in production due to their low-level nature and lack of concrete examples.
  • Unity's use of C# coroutines for spawning effects and ephemeral behaviors provides a practical example of coroutine utility.
  • Coroutines simplify complex state machines into readable functions, as demonstrated by the 'TimeWarp' example.
  • C++23's <generator> makes yielding from coroutines easier, but handling co_await remains complex and project-specific.
  • A simple Unity-style coroutine executor in C++ can be implemented with less than 100 lines of code, offering a practical alternative to complex state machines.
  • Coroutines can be adapted to return values (e.g., renderable objects), enabling parallel execution and efficient effect systems.