Multithreading allows multiple threads to exist within the context of a single process sharing same resources but are able to execute independently.
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votes
1answer
55 views
MVC with looping view
For our school project we'd like to develop a game using the MVC pattern. We're all moderate new java programmers and absolutely new in game development.
With our current view (containing only menu) ...
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vote
1answer
69 views
Separate renderng thread in Android (OpenGL ES 2.0)
I'm used to mainly working with the Canvas SurfaceView API on Android and have recently been learning openGL ES 2.0
With canvas I know that surfaceView gives you the ability to start a new thread to ...
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votes
0answers
47 views
DirectX9 thread lock problem with “present” and background loading new textures
Given:
Selfmade 3D engine based on DirectX9 written in C++
Task:
While render loop runs load additional textures in a background thread
Current Implementation:
- Create device with ...
1
vote
1answer
82 views
Displaying animations during loading screens
Games like Karateka (which uses UDK) seem to be able to asynchronously load GL assets as well as display animation.
The splash is incredibly short, then presumably their glView shows up.
I can think ...
2
votes
2answers
107 views
How can I control the frame update rate of a thread?
I'm building a small game for a college project. It's quite a simple game. There are a number of dots on the screen and the player has to select them in a specific order. It's kind of a "join the ...
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votes
2answers
112 views
WinAPI SwapBuffers and Threads
I'm trying to use a different Thread for the whole WinAPI-Message-Loop stuff, so the window always keeps being responsive. Of course I'm using the main thread as the "window thread", because I need a ...
4
votes
3answers
210 views
What operations should be multithreaded?
I wonder what game operations should be multithreaded, and which should always run on the main thread.
The most expensive operations I could come up with are:
loading a level
loading resources (for ...
7
votes
1answer
332 views
How wise is this multithreading architecture?
I'm rewriting a game engine I wrote in an attempt to parallelize as much as possible. I'm considering making properties which may be accessed from multiple threads all use accessors which use boost ...
4
votes
2answers
148 views
Mixing threads and coroutines in Unity3D Mobile
I had a coroutine in Unity3D that downloaded a zip from a server, extracted it to the persistent data path, and loaded its contents into memory. The flow looked something like this:
IEnumerator ...
0
votes
1answer
79 views
Receiving server data inside game loop
I'm planning on how my multiplayer game client game loop should work. While I'm convinced that server should be moved from game loop into it's own thread, I'm not sure what should I do about receiving ...
2
votes
2answers
194 views
Implementing multithreaded loading screens
Ok, I have fairly little multi-threading experience, but i have done a similar thing before without issue...but this has me stumped.
This is in C++, Directx9 Visual Studio...
My game basically runs ...
0
votes
1answer
87 views
Can threads be used to run resource consuming methods without -ever- freezing UI?
Until recently I was sure that running expensive operations in threads can prevent UI freezing, but now I'm not.
Is it not guaranteed that a threaded operation will not hog the main thread's ...
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vote
0answers
105 views
Expensive operations and threading in XNA games
There's this post, it's highest voted answer got me curious about the many ways of threading games.
My game has input update, game logic update, user interface update and expensive operations ...
0
votes
1answer
113 views
SpriteBatch.end() Issue because of a thread
While playing, I use a thread to Load() and Unload() Texture2D.
I have multiple ContentManager to only Unload() Texture2D I want to unload.
But sometimes, I have this issue on the SpriteBatch.End() : ...
1
vote
2answers
146 views
Multiple pipelined game loops
I am considering using the following game engine design pattern, but I am unsure if it's a good idea or not:
Each major task (drawing, physics, logic, networking, disk I/O) will have its own ...