We are building a multithreaded game engine and we've encountered some problems as described below. The engine have 3 threads in total: script, render, and audio. Each frame, we update these 3 ...
In my experience, two approaches are preferred when people want to handle scripting in multithreaded environment. Synchronize every accesses to scripting module with one coarse-grained lock. No ...
Basically, how I profile a game that have multithreading and script interpreter? (Lua in my case) I have no idea of where to look for that. Also it would be nice to be able to profile code that ...