Tagged Questions
1
vote
0answers
55 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 ...
0
votes
2answers
176 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 ...
7
votes
1answer
365 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 ...
2
votes
3answers
394 views
Should I dedicate a single thread to each player in a split-screen game?
I was thinking about making multiplayer version of a game I am making with SDL and OpenGL. It would be a split-screen game.
Do you think it would be a good idea to have each part of the screen (game ...
2
votes
3answers
210 views
Multithreaded game fails on SwapBuffers in render thread at exit
The render loop and windows message loop run on separate threads. The way the program exits is that after PostQuitMessage is called in WM_DESTROY the message loop thread signals the render loop thread ...
5
votes
1answer
2k views
How to use multi-thread OpenGL application to update VBO and use it at the same time?
I have simple application. It has two threads. Each thread has it's own rendering context, but they share one VBO (this is working, I tested it).
Now what I want: One thread is rendering some data ...
3
votes
1answer
391 views
What is the right process to get compatibility or at least a workaround for the ‘Threaded optimization’ feature of NVIDIA?
It's peculiar this issue is not well understood on NVIDIA forums and project forums.
For example, the well known ioquake3 project based on id tech 3 requires to force 'Threaded optimization' off on ...
14
votes
2answers
5k views
How many threads should an Android game use?
At minimum, an OpenGL Android game has a UI thread and a Renderer thread created by GLSurfaceView. Renderer.onDrawFrame() should be doing a minimum of work to get the higest FPS. The physics, AI, ...