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
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Understanding callbacks for connecting/disconnecting controller
I am using glfw and let's say I track controllers with a simple struct:
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Unreal Engine: saving in-game images to disk without blocking game thread
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 ...
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Is there a way to identify, within a shader, the current GPU thread ID?
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 ...
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How do multiplayer servers handle receiving, handling, and sending packets?
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, ...
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How to properly separate render thread from logic thread?
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, ...
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compiler optimixation interfering with threaded function
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 ...
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Correctly handling input in case of frame drop
My game loop looks roughly like this:
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Making a game loop to run multiple threads
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 ...
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Physics interpolation given an asynchronous physics thread
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 ...
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Multithreading in extra large MMO worlds
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 ...
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Advice on Multi-Threading Vertex Buffers in Vulkan (or any api)
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, ...
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Binding Lua Function to Perform tasks using std::async
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 ...
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Cocos2d-x : Socket.io-client-cpp crashes after creating scene
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-...
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Unreal Engine 4: Help with multithreading and accessing render target images
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 ...
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How to handle player actions in a multithreaded gameserver
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 ...