Tagged Questions
1
vote
0answers
35 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 ...
7
votes
1answer
339 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
2answers
213 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
0answers
180 views
Game engine development in C++ [closed]
I am arriving at completion on a multithreaded concurrency framework designed for high-performance computing. Though I am not a gamer, it has occurred to me that this stand-alone software core could ...
2
votes
4answers
1k views
How to separate my rendering from game loop?
If I have a (complex) operation that takes a long time for it to finish, for instance, a couple of seconds, my frame rate drops far below the acceptable. How could I still implement it while it is not ...
0
votes
0answers
107 views
Vector Class Mutex String Is Missing [closed]
UPDATE After going over all my code, the updating code was pointing to the wrong variable which made it null. It works now, very good may I add, thanks for anyone who took the time.
I have a C++ ...
3
votes
1answer
459 views
Best way to separate display and game logic (threads)
What is the best way to separate render and game logic threads?
I'd like to make logic-heavy game (ai, machine learning, and network) in which world updates 50-60 times per second.
I want to ...
9
votes
1answer
530 views
Why does V8 not run with SDL threads?
i was able to compile and link V8 against my game and code interpretation works fine. However I want to divide my code and the game loop should exist in one thread and the scripting engine should run ...
-2
votes
1answer
3k views
How do I start writing an MMO game server?
I am developing a multi-player on-line game.
I just started coding the server but I have no idea how to do it. Do I have to use threads ?
And if i do, do I need one thread for every client?
Knowing ...
12
votes
4answers
2k views
How can I make message passing between threads in a multithreaded engine less cumbersome?
The C++ engine I'm working on currently is split up into several large threads- Generation (for creating my procedural content), Gameplay (for AI, scripts, simulation), Physics, and Rendering.
The ...