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 ...
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, ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...