For example, if I have a video game where there's collision against the walls, I can understand this as potentially colliding against "multiple things simultaneously", since I'm likely to describe the scene as a composite of bounding boxes, polygons, etc.
But to get an answer for what to do in response when I contact a wall, I have to come up with an algorithm that tests all the relevant shapes or volumes.
The concurrency bug that appears when doing this in a naive way is that I test one, give an answer to that, then modify the answer when testing the others. That can lead to losing information and "popping through" a wall. And the direction in which I pop through depends on which one is tested first.
The conventional gamedev solution to that is to define down the solution set so that it no longer matters which order I test the walls in: with axis aligned boxes, I can say "move only the X axis first, then move only the Y axis". Now there is a fixed order, and a built-in bias to favor one or the other axis. But this is enough for the gameplay of your average platforming game.
The generalization on that is to describe it as a constraint optimization problem: there are some number of potential solutions, and they can be ranked relative to the "unimpeded movement" heuristic, which is usually desirable when clipping around walls. That solution set is then filtered down through the collision tests, and the top ranked one becomes the answer for that timestep.
Problems of this nature come up with resource allocation, scheduling, etc. Some kind of coordinating mechanism is needed, and OS kernels tend to shoulder a lot of the burden for this.
It's different from real-time in that real-time is a specification of what kind of performance constraint you are solving for, vs allowing any kind of performance outcome that returns acceptable concurrent answers.
It's tempting to just say that creative work that can be automated this quickly should be automated so that artists can focus on more creative challenges, but this is not how it plays out in practice. Rather, this only allows companies to cut down costs. It is already extremely difficult to find work which will pay a livable wage as a creative. AI has already caused layoffs and negative wage pressure on remaining employees. The only thing that AI has done (at least among my circle of friends) is reduce corporate costs and increase antidepressant prescriptions.
There's a lot of "but wait, there's more" in what's happening around AI.