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Questions tagged [multithreading]

Multithreading allows multiple threads to exist within the context of a single process sharing same resources but are able to execute independently.

1 vote
0 answers
127 views

My game loop looks roughly like this: ...
pan's user avatar
  • 111
0 votes
0 answers
99 views

I use a lot of path finding in my Monogame project which is taking a toll on the framerate, because in the worst case finding a path can take 200ms. So I looked into using Tasks to spread path finding ...
Depenau's user avatar
  • 111
0 votes
0 answers
85 views

I'm currently working on world management system for my multi-threaded game engine in C++. The problem I'm facing right now is synchronizing world data between main and render thread. The current ...
xarxarx's user avatar
1 vote
2 answers
338 views

I'm having a really hard time understanding Threads and their contents. What I'd like to have is a main game object (which I have) and a loop, where I can measure the time it takes for two threads to ...
Valtsuh's user avatar
  • 139
0 votes
0 answers
163 views

I'm building a game from scratch using OpenTK, in C#. It is in its base form a mesh-based voxel engine. I have a decent startup on the chunk building algorithm, multiple blocks, block data, etc, but ...
Pale_Gray's user avatar
1 vote
2 answers
396 views

I've been working on a game using Bullet Physics for C++ as well as SDL for the windowing (with OpenGL) I've recently threaded the game, so that a separate while loop runs the Physics Simulation, ...
jasonmzx's user avatar
1 vote
0 answers
97 views

I've followed https://gafferongames.com/post/fix_your_timestep/ to do interpolated physics. I have a separate thread entirely from my graphics thread. I use vulkan which allows me to do asynchronous ...
Krupip's user avatar
  • 1,811
0 votes
2 answers
255 views

I am trying to set up a basic toy example of how a loading screen would work in SDL. Here is my code below. ...
lancen's user avatar
  • 33
0 votes
1 answer
750 views

I've been trying to code a multiplayer client/server prototype game using SFML's networking. My server and client use TcpSelectors to wait for a certain amount of time for incoming packets without ...
xGolden's user avatar
0 votes
1 answer
303 views

I am developing an interactive visualizer for a project using Pangolin and OpenGL. The idea is as follows. There are two threads: 1. Render Thread 2. Process Thread - acquire lock and swap ...
Nitron_707's user avatar
1 vote
1 answer
567 views

What are the pros/cons of using either C++20 std:async or C++/WinRT's asynchronous thread and messaging support? What would the code look like when implementing multithreaded game-loops that ...
elika kohen's user avatar
0 votes
0 answers
614 views

I have read: https://learn.microsoft.com/en-us/windows/win32/direct3darticles/dxgi-best-practices#multithreading-and-dxgi https://learn.microsoft.com/en-us/windows/win32/direct3ddxgi/d3d10-graphics-...
Peter's user avatar
  • 1
1 vote
1 answer
291 views

How is a gameworld of super large size handled? I was always wondering how games handle large MMO worlds. Until now I thought that separation of areas was the key for games like World of Warcraft. In ...
plomba's user avatar
  • 13
0 votes
1 answer
92 views

Pretty sure the answer to this is a resounding no but just in case... Running an expensive algorithm in a separate thread. However, it returns data that must be copied into the arrays of a Shapes....
arcadeperfect's user avatar
0 votes
1 answer
2k views

I have a slow level generation algorithm that freezes the main thread when it runs. I found this post which is exactly the same problem, but predates the Jobs system. All the jobs examples I found are ...
arcadeperfect's user avatar

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