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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.

14 votes
4 answers
3k views

I have a project to make a real-time strategy game from scratch. I am still at the early planning stage, but I have been programming a little to see the mechanics. I know how to program. I also have ...
1 vote
0 answers
127 views

My game loop looks roughly like this: ...
4 votes
4 answers
2k views

I 'understand' that the concept of how a game runs i.e while (game_loop = true) { //handle events // input/output/sound etc } But it has come to my ...
0 votes
2 answers
1k views

In a multithreaded setup with a game logic thread and a render thread, with some kind of skin mesh animation with inverse kinematics plus etc how does animation work? Does the game logic thread just ...
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 ...
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. ...
2 votes
1 answer
1k views

I want to make a fighter jet simulator game. The server (authoritative) and client communicate over udp. The server sends out updates about the gamestate at a fixed rate. Think of plane positions, ...
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 ...
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 ...
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 ...
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, ...
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 ...
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 ...
18 votes
3 answers
35k views

I created a loading screen to display a loading animation as the next scene is loading. I load the next scene asynchronously with: ...
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 ...

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