Multithreading allows multiple threads to exist within the context of a single process sharing same resources but are able to execute independently.
0
votes
0answers
56 views
Garbaged textures on OpenGL [on hold]
I've been struggling with this for a long time, and now I've hit a dead-end, I have no idea what to do.
I'm pretty new to OpenGL (roughly about eight months), and I've been developing an engine for ...
0
votes
1answer
35 views
DX11 Reusing Command Lists
My team is working on an engine implementation and we are trying to add multithreaded scene traversal for updating and rendering our components... The question has come up as to whether or not we can ...
0
votes
0answers
63 views
Android game programming seperate game logic thread from drawing thread
Ok so I want to know what is a proper way to create a multi threaded game. What I have tried is implement a wait and notify between the game logic thread and the drawing thread, but I believe this is ...
-2
votes
1answer
275 views
Games able to use 4+ core CPUs properly [closed]
Are there any games that can really benefit from use of quad core CPU instead of two-core one like
Intel Core i3 4340 vs
Intel Core i5 4590
Basically they are quite similar in terms of ...
3
votes
2answers
313 views
Update and render in separate threads
I'm creating a simple 2D game engine and I want to update and render the sprites in different threads, to learn how it is done.
I need to synchronise the update thread and the render one.
...
0
votes
1answer
104 views
Nullpointerexception when loading resources in openGL ES 2.0 Android project
Overview
My splash screen starts by display a 'loading' dialogue and then kicks off an asyncTask (The loading dialogue is derived from the standard Android View class)
Within the doInBackground ...
1
vote
1answer
150 views
Multithreading issues - Frame skips [closed]
So I am trying to multithread a Voxel engine in C# made with Sharpdx and I am having a few issues:
This is the class I have :
#region
using System.Collections.Concurrent;
using ...
3
votes
1answer
69 views
Is there a common way to execute a task at a certain pace, without relying on the task priority feature of the OS?
There is no cross platform way to set process priorities, and I don't want to use threads since there are no standard method of setting priority to certain threads, apart from the fact that threads ...
0
votes
1answer
122 views
Separate parts of a game engine [closed]
I'm pretty new in developing videogames. By now I only used SDL with C/C++ to create games. I'm currently learning OpenGL and I realized that to be fluid and easy to maintain the code must be ...
5
votes
2answers
187 views
How to use OpenGL functions from multiples thread?
I'm writing a small game using OpenGL.
I'm implementing basic networking in this game and I'm facing a problem.
I have a thread in my client socket class that check for available data, when there ...
0
votes
1answer
40 views
How to handle runtime exceptions that occur on a loading process delegated to newly spawned thread
I am looking to multi-thread the resource allocation routines (i.e world loading) in my game so that they can occur in the background whilst rendering a loading screen etc... The problem is, I used to ...
1
vote
1answer
98 views
Get the game state using Multithreading in Java Monkey Engine 3
I’ve been trying out Java Monkey’s multi threading recently via the wiki’s tutorial. Since I just wanted to test a prototype clinet, I made a program which creates some cubes using the ‘Cubes’ library ...
0
votes
0answers
76 views
Threading in Android OpenGL ES 2.0
Background
I've encountered a strange issue when testing my level-select screen.
I have 20 levels and display the 'select buttons' for them in 2 rows of 10 (I did this rather than display 4 rows of ...
1
vote
3answers
223 views
How do I write a game server with single-threaded networking?
I want to write a game server with one thread for clients message handling and use something like epoll to accept network messages. All I/O and database access will be processed in a thread pool and ...
2
votes
4answers
352 views
Should I use one thread per game object?
I developing a simple real-time strategy game in a small team with no experience, and we're considering using one thread per game object (tank, soldier, etc). Is this a good idea or is it overkill?
...
3
votes
1answer
162 views
Pro's/Con's of separating game logic and render threads
Originally, I have thought that it is good practice to separate my game logic (updating) from my rendering thread. In this threading model, the rendering thread has no limitation on frame rate and ...
1
vote
0answers
216 views
Android and OpenGL, single thread vs double thread
I'm trying to optimize my Android OpenGL ES 2.0 application, and I find myself being CPU bound.
After googling, I've found this, which suggest to use a thread for updating objects, and a thread for ...
1
vote
1answer
156 views
Swing for game development - regarding threads
For those of you who use Swing to develop their real-time Java games. (Meanign a game that constantly updates game state and redraws the screen using a constant loop).
As I see it, there are three ...
1
vote
1answer
337 views
Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
Warning! Wall of text (see <TL;DR> paragraphs below for short version)
I have been noticing something in quite many games (most recently in cutting-edge RTS games such as Uber Entertainment's ...
2
votes
1answer
213 views
Why game loop should be running on a separate thread?
I am struggling to fully understand the responsiveness argument suggesting to run the game loop on a separate thread other than main thread.
When OS sends a user event (touch, mouse move, etc.) it ...
-1
votes
2answers
150 views
Do I need threads in Hangman game? [closed]
I wish to implement a simple multiplayer Hangman game with the rule slightly bended.
Rule:
All the players have to guess the alphabets in the word at the same time. Whoever player guesses a correct ...
1
vote
1answer
160 views
How can I read texel data on a separate thread in D3D11?
In D3D10, I load a staging texture onto my GPU memory, then map it in order to access its texel data on the CPU. This is done on a separate thread, not the thread I render with. I just call the device ...
0
votes
1answer
687 views
Websocket server thread per connection
I'm creating an html5 multiplayer game and am looking at how to create a websocket server.
I've been looking at various libraries and one thing I noticed is that each one will create a new thread for ...
0
votes
1answer
465 views
Communication between Box2D and libGDX Stage (Scene2D) running in separate threads
I'm making a physics based 2D game using libGDX and Box2D. I want to move the execution of the simulation out of render thread. I use immutable messages and the BlockingQueue to pass the information ...
3
votes
2answers
330 views
Purpose of Displaying Loading Screen
Is it necessary for a game developer (on Android, game consoles, online, or desktop) to display the loading screen to cover unfinished rendered game environments and prevent users from thinking that ...
0
votes
2answers
227 views
How can I access LWJGL's Keyboard from a thread other than the graphics thread?
I'm loving LWJGL, but have been running into a number of odd problems with it. Most of it seems to deal with the fact that OpenGL is a state-machine and was only ever meant to be accessed from a ...
0
votes
0answers
21 views
XNA problem: models processed with different content projects reference the same effect file
I want to add multiple content projects to my XNA Game solution in order to compile them with multiple cores in parallel. The compilation time is a problem for us already and in the future things will ...
1
vote
2answers
137 views
Application of classes with critical non-static fields in LWJGL
I'm going to be as specific about this question as I can. Ultimately, how is it that I apply a class that uses non-static fields in LWJGL?
More specifically, I know that OpenGL is quite nearly more a ...
6
votes
2answers
430 views
Scalability of multi-threading in game server
What is a reasonable number of threads for a simple 2D mmo in Java? Is it reasonable to have two threads per connection, one for the input stream and one for the output stream?
The reason I ask is ...
22
votes
7answers
1k views
Multithreading 2D gravity calculations
I'm building a space exploration game and I've currently started working on gravity ( In C# with XNA).
The gravity still needs tweaking, but before I can do that, I need to address some performance ...
1
vote
2answers
106 views
StringBuffer behavior in LWJGL
Okay, I've been programming in Java for about ten years, but am entirely new to LWJGL. I have a specific problem whilst attempting to create a text console. I have built a class meant to abstract ...
0
votes
0answers
59 views
How should I implement multiple threads in a game? [duplicate]
So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java.
I have experience with games in C# and C++ but all of ...
9
votes
2answers
1k views
UDP non blocking or a seperate thread for receiving
I am creating a multiplayer game (for under 64 player). I already decided to have a seperate thread for the network loop, but I was wondering if it would be better to create an extra thread for ...
5
votes
4answers
629 views
Creating a voxel world with 3D arrays using threads
I am making a voxel game (a bit like Minecraft) in C++(11), and I've come across an issue with creating a world efficiently.
In my program, I have a World class, which holds a 3D array of Region ...
1
vote
0answers
74 views
Multi Threading - How to split the tasks [duplicate]
if I have a game engine with the basic 'game engine' components, what is the best way to 'split' the tasks with a multi-threaded approach?
Assuming I have the standard components of:
Rendering
...
2
votes
1answer
145 views
Multi-Threaded Pipelined Game Engine Data Synchronization Questions
Let's say I'm setting up a worker pool based game engine with pipelining. Let's say I have 4 stages in my pipeline as such:
Stage 1: Physics
Stage 2: AI/Input
Stage 3: Game Logic
Stage 4: Rendering
...
2
votes
1answer
762 views
Using an Entity System Architecture with Task Based Parallelism
Background
I have been working on creating a multithreaded game engine in my spare time and I currently trying to decide the best way to work an entity sytem into what I have already created. So far, ...
3
votes
3answers
353 views
do games use multiple threads to play music?
Do games use multiple threads to play music and other operations besides things like server connections and sockets?
And is that why when the game freezes (for any reason) the music can sometimes ...
9
votes
2answers
374 views
Efficiently separating Read/Compute/Write steps for concurrent processing of entities in Entity/Component systems
Setup
I have an entity-component architecture where Entities can have a set of attributes (which are pure data with no behavior) and there exist systems that run the entity logic which act on that ...
1
vote
1answer
206 views
Implementations of task-based parallelism in game engines_
I'm looking for implementations of this because I'm having an especially hard time understanding how data is usually handled. As I understand it, simply using critical sections and locking code ...
1
vote
1answer
271 views
How should I invoke a physics engine?
I'm new to writing games. I'm planning to write a 2D battle game which may require an physics engine. Suppose I've written one, but how can I combine it with the main routine of my game? Should I ...
-1
votes
1answer
142 views
Multithreading in lwjgl getting rid of sleep.
I'm trying to use multithreading in my game. However, I can't seem to get rid of the sleep.
If I don't it's a blank screen, as there is no time for the computer to actually render the triangleMob as ...
2
votes
1answer
122 views
What's a good way to distribute delayable tasks between frames to avoid lost frames?
I'm having a problem with finding a good way to keep the framerate high and at the same time keep running methods of game world update. I figured I could just put those methods in a thread so they are ...
1
vote
0answers
283 views
Separating rendering and logic thread in GLFW? [closed]
I want to separate my rendering thread (the main thread) and my logic thread in my GLFW game. I'm new to the concept of threading inside games. How would this be done? GLFW isn't thread safe so it ...
2
votes
1answer
274 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) ...
2
votes
1answer
792 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 ...
5
votes
3answers
607 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 ...
2
votes
1answer
296 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
735 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 ...
0
votes
2answers
778 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 ...