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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.

39 questions with no upvoted or accepted answers
3 votes
0 answers
222 views

I am using glfw and let's say I track controllers with a simple struct: ...
Sky Doge's user avatar
3 votes
0 answers
1k views

I am working on an Unreal based open-source UAV simulation (Microsoft AirSim) where I am trying to capture and save images from a camera that's attached to the drone. The image underneath gives an ...
HighVoltage's user avatar
3 votes
0 answers
108 views

My question is rather simple: within a shader, is there a way (that works both in DirectX and OpenGL) to retrieve the ID of the given GPU thread being executed at the given iteration? I am using ...
AndraSol's user avatar
  • 177
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, ...
AnnoyinC's user avatar
  • 198
2 votes
0 answers
522 views

I am not asking about parallelization of physics and so on stuff with parallel_for() like stuff. I've managed to have separate rendering thread from logic thread, ...
xakepp35's user avatar
  • 191
2 votes
0 answers
83 views

I'm making a block game in c++ that stores voxels in a octree and because, at least in my implementation, editing the octree is slow, I'm generating the chunks of land in a separate thread. I manage ...
Ben Beazley's user avatar
1 vote
0 answers
127 views

My game loop looks roughly like this: ...
pan's user avatar
  • 111
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
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
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
1 vote
0 answers
141 views

I have managed to multithread everything in my voxel engine besides two vkCmdCopyBuffer() calls that constantly update a single massive vertex and index buffer using an array of thousands of regions, ...
Tristan367's user avatar
1 vote
0 answers
116 views

I am trying to load a bunch of mesh resources in the format of .obj files. Some of the files are very high in poly count so when loading using the below method It takes more than 10 seconds. I would ...
JJerome's user avatar
  • 11
1 vote
0 answers
206 views

I'm using https://github.com/socketio/socket.io-client-cpp with cocos, because the built-in socket.io doesn't support callback (http://discuss.cocos2d-x.org/t/doesnt-work-with-socketio-2-0-1-and-...
TomSawyer's user avatar
  • 243
1 vote
0 answers
1k views

I am working on an application where I need to record images seen from an in-game camera. Initially, the method was to set up a TextureRenderTargetResource from the in-game capture component, and ...
HighVoltage's user avatar
1 vote
0 answers
110 views

I'm working on a multiplayer game, and today I implemented basic "spatial hashing" in my entity-component-system. Before implementing that algorithm, I was sending players actions to all connected ...
Aldo's user avatar
  • 309

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