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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How to capture the state of a collection while allowing other threads to modify it?

I am working on a learning project, a small MMO server. The server "ticks" at a specific interval in order to control the frequency at which information is sent out to the clients, as well as other ...
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26 views

Listening to mouse clicks in a seperate thread

I'm developing a card game and I need to pause the game logic until the player clicks on a valid card game. I separated the player's Update method in to a seperate thread, and I'm doing this ...
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1answer
44 views

When should new threads be created in a game or how should time consuming task be handled?

This has been a question that has always troubled me while thinking about the code and logic behind gaming, I was wondering when and when not, is it appropriate to create new threads for different ...
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1answer
363 views

Using Threads to create GameObjects

I have this game client which connects to the server and sends requests and getting responses. I have created a separate thread for listening to the server. Based on the response from the server, I ...
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13 views

Locking object access with Allegro's threading API

If I have a data structure for the Allegro threading API as shown in the example here: https://wiki.allegro.cc/index.php?title=Allegro_5_Tutorial/Threads And I lock the mutex, is there a way to have ...
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1answer
51 views

Multithreading problem in openGL?

Let's say that I have two threads. Both of them generates and binds to a vbo separately. If I join and run these threads the behavior will be undefined obviously. Because one may generate the vbo ...
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2answers
176 views

OpenGL threaded loading

I'd like to introduce seamless level loading which means I need multiple threads. The main thread is for rendering the current scene (or for non-seamless level loading a progress bar) while the other ...
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1answer
281 views

Smooth loading screen bewteen scenes

I created a loading screen to display a loading animation as the next scene is loading. I load the next scene asynchronously with: yield return SceneManager.LoadSceneAsync(scene,LoadSceneMode....
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0answers
105 views

Libgdx - Building dynamic 3d models with Modelbuilder/MeshPartBuilder while rendering

Context: I'm building a mobile game targeted for android with libgdx. It's an endless highscore based game. The environment/terrain is build dynamically. It's kind of a maze/wall/block terrain. I'm ...
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1answer
94 views

Shared data in multithreaded pathfinding engine

Imagine a case where you have lots agents in a big world, who frequently need to calculate the shortest/best path from A to B. In this case it seems natural for me to create a pathfinding engine where ...
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33 views

Synchronization Problem in MatchMaking

i have an online html5 game that in my server i have a concurrentHashMap named Onlines . when user is online we add key,value of him to Onlines Map.in Onlines i have a field of status :0,1,2 0:free 1:...
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1answer
31 views

Scene with Node graph thread safe, with important efficeny

I will try to be as explicit as I can, and I apologize for my grammar... I am working on a game engine (specifically on the Render part) and I am facing some conception choice that will involve a lot ...
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3answers
105 views

C++ Multithreading: accessing objects together

I'm kinda new to C++ Multithreading, and I'm keeping it simple right now. I will keep things simple and write psuedo-code. I'm making a Turn Based Strategy Game but let's keep it at Chess for now. I ...
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1answer
86 views

Check if thread has OpenGL context

I'm looking for a way to check if a thread accessing a namespace function has a OpenGL context attached to it. I have looked around and all I can find is, GLFWwindow* glfwGetCurrentContext(); Which ...
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0answers
42 views

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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1answer
171 views

Unity3D: Making heavy calculation on separate thread [duplicate]

So, I've created a program with Kinect as its input. As you know, Kinect will send the data 30 frame per second. I have a model that will mimic Kinect's input motion, so on Update() I read the ...
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1answer
616 views

How to await async operations / coroutines?

I'm looking for a generic / reusable way to wait for coroutines and asynchronous operations to finish in Unity 5, similiar to C#5's await keyword. The simplest way I can think of is something like ...
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0answers
54 views

XNA Access violation from KernelSoundEffectInstance

Some users (but not all) are reporting a periodic crash in my XNA game. They say it's happening every 15 to 20 minutes. I am unable to replicate this myself, so I asked users to send me error logs. ...
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1answer
112 views

Locust Swarm algorithm for path finding (devour and move on)

I need to model a locust swarm that devour food stacks and move on to next stacks. I searched for articles and found few articles. These papers is about optimization applications but I want to convert ...
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8answers
10k views

How can a game handle all characters at once?

This question is just to gain knowledge about how a game can handle so many characters at once. I am new to gaming so I beg your pardon in advance. Example I am creating a tower defense game in ...
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1answer
78 views

Is there any limit to the amount of threads you can run at the same time? [closed]

So i have a decent CPU with 2 cores and 4 threads, Will that effect the number of threads i can allow my program to run simultaneously? In my case, im using a thread for each player on a server.
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1answer
300 views

Is it safe to set Lua Table data from multiple C++ threads?

As the title states. I'm curious if it's safe to set data in different Lua tables that exist in the same lua state. From multiple C++ threads. I'm asking this because my current system actually has a ...
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38 views

In Cocos-2d-x, is there a way to get a shared OpenGL context for use with background loading

We are using parts of the Cocos-2D-X engine and we have a background loading thread which loads textures in the background. Is there a way to get a ShareGroup so we can safely bind an OpenGL context ...
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49 views

Multithread OpenGL to Upload Meshes

My game is rendered in dynamically generated chunks, each of which has its own mesh. Every time I generate a chunk and upload its mesh, there is a huge lag spike. Is there a good way of eliminating ...
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90 views

Merging OpenGL rendering result with other graphical elements like user interface. Concepts

For my application, there are several elements drawing: An user interface elements, and several libraries for rendering part of the content of the window. Lets imagine some kind of Google Earth where ...
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52 views

Trouble with OpenGL on OS X

I'm creating an OpenGL-based game for OS X using Xcode. Everything renders correctly when I run the game in debug mode. However, running the game in release mode shows just a blank white window. This ...
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1answer
231 views

Multi-threading for rhythm game?

I'm trying to recreate a rhythm game. However trying to get the key-presses with SDL2 I ran into the problem, that you can only get an event every time a frame has been successfully rendered (I can't ...
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1answer
182 views

Can you use a standard multi-thread if only reading unity objects?

First of all I know about coroutines and how to use them (they're awesome). A friend of mine was telling me about the way the he implemented his saving system in a game he was working on, after ...
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1answer
71 views

computationally Intensive routine, ThreadPool or new Thread?

I had to write a computationally expensive routine that runs in 20-30ms. This routine cannot run in the main thread since it would kill the frame rate. The routine runs on demand, when some data ...
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3answers
7k views

How to not freeze the main thread in Unity?

I have a level generation algorithm that is computationally heavy. As such, calling it always results in the game screen freezing. How can I place the function on a second thread while the game still ...
2
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0answers
76 views

Putting each animation on a thread

I'm trying to make my game as friendly to multi-core as possible. as such, i'm putting each animation on a new thread. I was hoping someone could check out my proof of concept code in java; an ...
4
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2answers
74 views

Threading/Streaming files while rendering the scene

I am writing a game engine and am trying to wrap my head around data streaming while rendering. What I mean by this is being able to load resources (however slow it may be) while rendering and not ...
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2answers
343 views

RTS combat system

I am developing a small-scale TB/RT Strategy hybrid, not unlike the Total War series. It's in the classic medieval setting, with only melee infantry combat currently implemented for testing. Units are ...
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2answers
941 views

Async loading in libGDX to set the screen

I would like to bring up a loading screen, for this would make the load async. How can I do this? I looked on the libGDX website but I do not understand very well, maybe because of my poor English. ...
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1answer
381 views

Unity3D multi-threaded data importer?

Goal I would like to be able to separate all my data file readers from the main thread and balance the load over multiple frames. The idea being that while the data is being read/parsed/filtered I ...
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1answer
386 views

How can I exploit multithreading in collision resolution?

I'm trying to speed up my collision resolution by using multiple threads. I'v read through Box2D's source code and while it was challenging and educating, it didn't really point me to how I could use ...
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2answers
200 views

If IDXGISwapChain::Present blocks, does that mean I'm GPU bound?

I updated my DirectX11 renderer to render on multiple threads using deferred contexts. Before my change, the Present method took a negligible amount of time (according to VTune analysis). After my ...
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1answer
598 views

Resource streaming with job threading system

I am currently researching resource streaming for my current game engine. To add a bit of context, I am doing a contiguous world for a Baulder's Gate style CRPG. So while the camera is usually looking ...
3
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1answer
122 views

UDP server and two clients

So - my whole knowledge comes from google and stackoverflow. I'm trying to create an UDP server (with two slots per new instance of the game) and clients. My problem is here that I totally don't know ...
23
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3answers
7k views

Is it normal for a game to use 100% CPU?

I just implemented multi-threaded input handling in my game engine where the code that polls the OS to gather input from it and time stamps them is in a separate thread and each frame in the main ...
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299 views

What LuaJit threading archietecture should I use?

I am in the process of designing my own Game Engine for use in a real time CRPG - think Baulder's Gate. I know most of my specifications right now, and I am currently in a planning phase. I chose Lua ...
5
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1answer
140 views

Is locking required to implement a seperate rendering thread?

I kept reading a lot about this, but still not sure about a proper way to implement an independent render thread (variable timestep) running parallel to a physics thread (smaller, fixed timestep). I'...
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1answer
87 views

Delay between bullets java - new Thread

Let's say that I have a cannon on the bottom of the screen that shoots balls to the click direction. I also have some collisions algorithms and here comes the problem. I am trying to implement an ...
6
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1answer
1k views

Multithreaded Game Loop

I'm trying to implement a multithreaded game loop. I already did that but had to use a few locks for that, which ruined the performance. After researching a bit I came up with this idea: Instead of ...
3
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2answers
441 views

Instantiation of a GameObject not working for a threading reason

I receive the following error "INTERNAL_CALL_Internal_InstantiateSingle can only be called from the main thread." "Constructors and field initializers will be executed from the loading thread ...
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4answers
302 views

OpenGL calls from a different thread?

I understand OpenGL is not thread-safe, but at the same time, Google seems to be giving me mixed responses. I have a LibGDX game that functions normally, UI/rendering/logic on the same thread, ...
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1answer
62 views

Multithreading in Gamedevelopment, specifically Networking

Let me quick explain my actual setup: I use 2 Threads, one for networking and one for the main-loop (input, update, render). I have two synchronized queues, one for mainthread->networking and one for ...
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2answers
916 views

Multithreaded or Thread pooled server for real time multiplayer games? [closed]

So if the Thread pool handles 10 players out of 100 per second, this could make a delay that will be no good for real-time games, so as I see it that MultiThreaded will be better, thus it will handle ...
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1answer
103 views

Texture Editing with Multi-Threading

So I have this giant Texture2D (4096 * 4096, don't ask why) and all its data stored in an array of Colors. When I hit left MouseButton I create a blue 64 by 64 square at the cursor's position using ...
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1answer
235 views

Task vs Thread with execution queue [closed]

My game server will have to respond to requests very often, so I consider threading a good option. But should I use Task class from .NET or have several threads that would execute requests which I ...