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🧭 Scenario · Make the call

The game that's too busy switching to play

The situation

A game creates a brand-new thread for every little thing — one per bullet, one per spark, one per falling leaf — and ends up with ten thousand threads on a 4-core CPU. Each thread has almost no work to do. Yet the game stutters badly, and the CPU sits near 100% busy. Strangely, when a level has FEWER objects (and so fewer threads), the same CPU runs the game smoothly.

You haven't read about this exact system. That's the point — walk the three questions a designer asks: what's really wrong, what fixes it, and what does the fix cost?

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Diagnose

Read past the story. What's the REAL problem — not what the feature does, but what's actually going wrong?

Look past the story. What's the REAL problem here?