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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OpenGL, Multithreaded loading/streaming of data

I've thought about how i could implement loading of data in a second thread for two reasons, first, so i can show a nice loading-screen with progressbar and second, for openworld streaming. I came up ...
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4answers
52 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
37 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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0answers
40 views

AttachThreadInput and PeekMessage Threading

I have a problem with AttachThreadInput and PeekMessage from User32.dll while multithreading. PeekMessage is not returning true in any case. I am designing a Windows Form that uses OpenGL rendering ...
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2answers
81 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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62 views

Texture Editing with Multhi-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 cursors position using the ...
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1answer
93 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 ...
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7answers
17k views

How many threads should I have, and for what?

Should I have separate threads for rendering and logic, or even more? I'm aware of the immense performance drop caused by data synchronization (let alone any mutex locks). I've been thinking of ...
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1answer
51 views

XNA Starting a parallel Thread during a draw loop is slower than doing the same task in the main thread in update loop

I'm using XNA and all of my drawing is done in the main thread. I am CPU-bound and I thought I could gain performance by moving some non-update logic (like animation update) from the update loop into ...
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2answers
647 views

Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?

Warning! Wall of text (see <TL;DR> paragraphs below for short version) I have been noticing something in quite many games (most recently in cutting-edge RTS games such as Uber Entertainment's ...
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3answers
403 views

How can I access LWJGL's Keyboard from a thread other than the graphics thread?

I'm loving LWJGL, but have been running into a number of odd problems with it. Most of it seems to deal with the fact that OpenGL is a state-machine and was only ever meant to be accessed from a ...
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1answer
772 views

Communication between Box2D and libGDX Stage (Scene2D) running in separate threads

I'm making a physics based 2D game using libGDX and Box2D. I want to move the execution of the simulation out of render thread. I use immutable messages and the BlockingQueue to pass the information ...
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2answers
197 views

Application of classes with critical non-static fields in LWJGL [closed]

I'm going to be as specific about this question as I can. Ultimately, how is it that I apply a class that uses non-static fields in LWJGL? More specifically, I know that OpenGL is quite nearly more a ...
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1answer
184 views

Unity - Proper use of threads with procedural generation

I have been working on a simple chunk based terrain generation system, with voxel octrees. The overall method works pretty well, but testing this system with large amounts of chunks completely freezes ...
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1answer
210 views

Get the game state using Multithreading in Java Monkey Engine 3

I’ve been trying out Java Monkey’s multi threading recently via the wiki’s tutorial. Since I just wanted to test a prototype clinet, I made a program which creates some cubes using the ‘Cubes’ library ...
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4answers
403 views

Is it a good idea to make most actions in a game driven by simple tiny threads (in Java)? [duplicate]

I'm thinking of for example making the jump action of a character, that takes ~1s, a distinct runnable, so then other threads can read its state, with additional control over the action itself by the ...
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1answer
164 views

What are the implications of using multiple OpenGL Contexts on a single thread?

I'm trying to integrate two third-party OpenGL rendering pipelines into the same application, namely Cinder's OpenGL API for 3D drawing and backbuffer rendering, and Google Skia's API for 2D drawing. ...
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1answer
1k views

XNA: How does threading work?

I would like to implement threading in my XNA game but I'm not sure how things work when compiling for the XBOX 360. Could someone elaborate on this? For example, how many threads does XBOX support? ...
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0answers
191 views

Android: Asynctask causes ANR (very) intermittently

I'm doing some work on an AsyncTask (creating game objects, loading resources etc) while displaying a static splashscreen. The problem is that every now and then, the AsyncTask doesn't run and the ...
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3answers
87 views

c - Starting an user defined function after the current one ends

The game I am creating displays a menu before starting, the user may select to start the game, or do some stuff. When the user selects an option, I need to call another function which actually does ...
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1answer
101 views

Synchronization with game tick

I'm working on a multiplayer game and it's currently set up like this. It accepts packets from the client on the fly and does whatever processing it needs to. There is also a main game tick which is ...
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4answers
553 views

Get rid of the usual MUD cycles

I am working on a MUD engine and I want to do it a little differently then all the MUD games I played. I find a "cycle" system very boring. One of the idea I had is to make every clients socket ...
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1answer
151 views

DX11 Reusing Command Lists

My team is working on an engine implementation and we are trying to add multithreaded scene traversal for updating and rendering our components... The question has come up as to whether or not we can ...
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0answers
215 views

Android game programming seperate game logic thread from drawing thread

Ok so I want to know what is a proper way to create a multi threaded game. What I have tried is implement a wait and notify between the game logic thread and the drawing thread, but I believe this is ...
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3answers
4k views

Mixing threads and coroutines in Unity3D Mobile

I had a coroutine in Unity3D that downloaded a zip from a server, extracted it to the persistent data path, and loaded its contents into memory. The flow looked something like this: IEnumerator ...
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1answer
5k views

Games able to use 4+ core CPUs properly [closed]

Are there any games that can really benefit from use of quad core CPU instead of two-core one like Intel Core i3 4340 vs Intel Core i5 4590 Basically they are quite similar in terms of ...
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2answers
2k views

Update and render in separate threads

I'm creating a simple 2D game engine and I want to update and render the sprites in different threads, to learn how it is done. I need to synchronise the update thread and the render one. ...
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1answer
324 views

Nullpointerexception when loading resources in openGL ES 2.0 Android project

Overview My splash screen starts by display a 'loading' dialogue and then kicks off an asyncTask (The loading dialogue is derived from the standard Android View class) Within the doInBackground ...
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1answer
215 views

Multithreading issues - Frame skips [closed]

So I am trying to multithread a Voxel engine in C# made with Sharpdx and I am having a few issues: This is the class I have : #region using System.Collections.Concurrent; using ...
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1answer
110 views

Is there a common way to execute a task at a certain pace, without relying on the task priority feature of the OS?

There is no cross platform way to set process priorities, and I don't want to use threads since there are no standard method of setting priority to certain threads, apart from the fact that threads ...
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1answer
157 views

Separate parts of a game engine [closed]

I'm pretty new in developing videogames. By now I only used SDL with C/C++ to create games. I'm currently learning OpenGL and I realized that to be fluid and easy to maintain the code must be ...
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2answers
368 views

How to use OpenGL functions from multiples thread?

I'm writing a small game using OpenGL. I'm implementing basic networking in this game and I'm facing a problem. I have a thread in my client socket class that check for available data, when there ...
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1answer
58 views

How to handle runtime exceptions that occur on a loading process delegated to newly spawned thread

I am looking to multi-thread the resource allocation routines (i.e world loading) in my game so that they can occur in the background whilst rendering a loading screen etc... The problem is, I used to ...
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2answers
446 views

Multiple pipelined game loops

I am considering using the following game engine design pattern, but I am unsure if it's a good idea or not: Each major task (drawing, physics, logic, networking, disk I/O) will have its own ...
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2answers
1k views

Java code for client-server game on Android

I have developed a game on Android. Now I want to play it on wifi or 3G. I have game packets which I want to send form client (mobile) to server then to another client (mobile). I don't know how to ...
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3answers
601 views

How do I write a game server with single-threaded networking?

I want to write a game server with one thread for clients message handling and use something like epoll to accept network messages. All I/O and database access will be processed in a thread pool and ...
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1answer
242 views

Swing for game development - regarding threads

For those of you who use Swing to develop their real-time Java games. (Meanign a game that constantly updates game state and redraws the screen using a constant loop). As I see it, there are three ...
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4answers
882 views

Should I use one thread per game object?

I developing a simple real-time strategy game in a small team with no experience, and we're considering using one thread per game object (tank, soldier, etc). Is this a good idea or is it overkill? ...
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1answer
440 views

Pro's/Con's of separating game logic and render threads

Originally, I have thought that it is good practice to separate my game logic (updating) from my rendering thread. In this threading model, the rendering thread has no limitation on frame rate and ...
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0answers
363 views

Android and OpenGL, single thread vs double thread [closed]

I'm trying to optimize my Android OpenGL ES 2.0 application, and I find myself being CPU bound. After googling, I've found this, which suggest to use a thread for updating objects, and a thread for ...
10
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1answer
4k 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 ...
2
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1answer
297 views

Why game loop should be running on a separate thread?

I am struggling to fully understand the responsiveness argument suggesting to run the game loop on a separate thread other than main thread. When OS sends a user event (touch, mouse move, etc.) it ...
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2answers
156 views

Do I need threads in Hangman game? [closed]

I wish to implement a simple multiplayer Hangman game with the rule slightly bended. Rule: All the players have to guess the alphabets in the word at the same time. Whoever player guesses a correct ...
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1answer
367 views

How can I read texel data on a separate thread in D3D11?

In D3D10, I load a staging texture onto my GPU memory, then map it in order to access its texel data on the CPU. This is done on a separate thread, not the thread I render with. I just call the device ...
0
votes
1answer
1k views

Websocket server thread per connection

I'm creating an html5 multiplayer game and am looking at how to create a websocket server. I've been looking at various libraries and one thing I noticed is that each one will create a new thread for ...
5
votes
3answers
964 views

DirectX9 thread lock problem with “present” and background loading new textures

Given: Selfmade 3D engine based on DirectX9 written in C++ Task: While render loop runs load additional textures in a background thread Current Implementation: - Create device with ...
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2answers
386 views

Purpose of Displaying Loading Screen

Is it necessary for a game developer (on Android, game consoles, online, or desktop) to display the loading screen to cover unfinished rendered game environments and prevent users from thinking that ...
11
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4answers
3k views

Synchronization between game logic thread and rendering thread

How does one separate game logic and rendering? I know there seem to already be questions on here asking exactly that but the answers are not satisfactory to me. From what I understand so far the ...
9
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2answers
568 views

Efficiently separating Read/Compute/Write steps for concurrent processing of entities in Entity/Component systems

Setup I have an entity-component architecture where Entities can have a set of attributes (which are pure data with no behavior) and there exist systems that run the entity logic which act on that ...
6
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2answers
713 views

Scalability of multi-threading in game server

What is a reasonable number of threads for a simple 2D mmo in Java? Is it reasonable to have two threads per connection, one for the input stream and one for the output stream? The reason I ask is ...