Tagged Questions
7
votes
2answers
1k views
Multi threaded game - updating, rendering, and how to split them
From the StackOverflow post (it was recommended I move this):
So, I'm working on a game engine, and I've made pretty good progress. However, my engine is single-threaded, and the advantages of ...
4
votes
4answers
898 views
Creating the concept of Time
So I've reached the point in my exploration of gaming where I'd like to impliment the concept of time into my little demo I've been building.
What are some common methodologies for creating the ...
2
votes
2answers
336 views
Is using a dedicated thread just for sending gpu commands a good idea?
The most basic game loop is like this :
while(1)
{
update();
draw();
swapbuffers();
}
This is very simple but have a problem : some drawing commands can be blocking and cpu will wait ...
2
votes
1answer
195 views
Synchronizing input, update and rendering threads
How do you synchronise the input-handling, state-updating and rendering threads?
If a sprite position is modified due to input, the wrong position of the sprite might be drawn to the screen if the ...
1
vote
2answers
154 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 ...