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Re:CryEngine out on GitHub by shermanyo on Thursday May 26, 2016 @10:47PM (#11783545)
Great post, related to my thoughts above: https://news.ycombinator.com/item?id=11783491

I think another important factor is the pseudo-realtime update loop that synchronization is tied to.

Unless there is some garbage collection between game state changes (unloading unused resources during a level, etc...), its rare that references are invalidated unexpectedly, or accessed in parallel to the cleanup step between game state changes.

eg. a global state change from RUN to CLEANUP tells the subsystems to stop using a resource, so during the CLEANUP state the subsystems can safely delete any resources they have ownership of.

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