Multithreading allows multiple threads to exist within the context of a single process sharing same resources but are able to execute independently.

learn more… | top users | synonyms

-3
votes
0answers
17 views

Error in code of basic game using multiple sprites and surfaceView [on hold]

I am a beginner to android and i was trying to make a basic game with the help of an online video tutorial. I am having problem with the multi-sprites and how to use with surfaceview.The application ...
1
vote
1answer
75 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 ...
0
votes
1answer
403 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 ...
1
vote
2answers
120 views

Application of classes with critical non-static fields in LWJGL

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 ...
-1
votes
0answers
26 views

how to make unity3D client handle network message more effectly?

Recently I am working on a Unity3D client program. It will recevie message from game server. I use TCPClient to receive the message aync and store it to a locked queue. As u know, the client must read ...
-2
votes
1answer
158 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 ...
3
votes
2answers
230 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. ...
50
votes
6answers
11k views

Multi-threaded games best practices. One thread for 'logic', one for rendering, or more?

I'm aware there is immense slowing whenever data synchronization is required (let alone any mutex locks). I was thinking getting it to the extreme and doing threads for any subsystem conceivable. But ...
0
votes
1answer
55 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 ...
1
vote
1answer
123 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 ...
3
votes
1answer
61 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 ...
0
votes
1answer
110 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 ...
5
votes
2answers
170 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 ...
0
votes
1answer
32 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 ...
1
vote
2answers
313 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 ...
8
votes
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 ...
0
votes
0answers
65 views

Threading in Android OpenGL ES 2.0

Background I've encountered a strange issue when testing my level-select screen. I have 20 levels and display the 'select buttons' for them in 2 rows of 10 (I did this rather than display 4 rows of ...
1
vote
3answers
167 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 ...
1
vote
1answer
131 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 ...
2
votes
4answers
320 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? ...
3
votes
1answer
140 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 ...
1
vote
0answers
174 views

Android and OpenGL, single thread vs double thread

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 ...
8
votes
1answer
3k 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 ...
1
vote
1answer
269 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 ...
2
votes
1answer
201 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 ...
-1
votes
2answers
148 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 ...
1
vote
1answer
137 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
532 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
548 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 ...
3
votes
2answers
321 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
votes
4answers
2k 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 ...
0
votes
2answers
187 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 ...
0
votes
0answers
21 views

XNA problem: models processed with different content projects reference the same effect file

I want to add multiple content projects to my XNA Game solution in order to compile them with multiple cores in parallel. The compilation time is a problem for us already and in the future things will ...
9
votes
2answers
359 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
votes
2answers
390 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 ...
1
vote
2answers
100 views

StringBuffer behavior in LWJGL

Okay, I've been programming in Java for about ten years, but am entirely new to LWJGL. I have a specific problem whilst attempting to create a text console. I have built a class meant to abstract ...
22
votes
7answers
1k views

Multithreading 2D gravity calculations

I'm building a space exploration game and I've currently started working on gravity ( In C# with XNA). The gravity still needs tweaking, but before I can do that, I need to address some performance ...
0
votes
0answers
58 views

How should I implement multiple threads in a game? [duplicate]

So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of ...
5
votes
4answers
612 views

Creating a voxel world with 3D arrays using threads

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 ...
9
votes
2answers
841 views

UDP non blocking or a seperate thread for receiving

I am creating a multiplayer game (for under 64 player). I already decided to have a seperate thread for the network loop, but I was wondering if it would be better to create an extra thread for ...
1
vote
0answers
74 views

Multi Threading - How to split the tasks [duplicate]

if I have a game engine with the basic 'game engine' components, what is the best way to 'split' the tasks with a multi-threaded approach? Assuming I have the standard components of: Rendering ...
2
votes
1answer
131 views

Multi-Threaded Pipelined Game Engine Data Synchronization Questions

Let's say I'm setting up a worker pool based game engine with pipelining. Let's say I have 4 stages in my pipeline as such: Stage 1: Physics Stage 2: AI/Input Stage 3: Game Logic Stage 4: Rendering ...
2
votes
1answer
687 views

Using an Entity System Architecture with Task Based Parallelism

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, ...
3
votes
1answer
420 views

Unity editor stalling on second attempt to play

I am attempting to use a Tobii TX300 eye-tracker as an input device for Unity. This device is connected via LAN (TCP connection managed by Tobii SDK). The Tobii SDK has appropriate methods (I am ...
3
votes
3answers
318 views

do games use multiple threads to play music?

Do games use multiple threads to play music and other operations besides things like server connections and sockets? And is that why when the game freezes (for any reason) the music can sometimes ...
31
votes
6answers
8k views

Multi-threaded game (engine) design resources?

What are the best resources on multi-threaded game or game engine design and development? As this is obviously where computers are headed, I intend to study this topic and I'd like to know what ...
1
vote
1answer
184 views

Implementations of task-based parallelism in game engines_

I'm looking for implementations of this because I'm having an especially hard time understanding how data is usually handled. As I understand it, simply using critical sections and locking code ...
0
votes
2answers
691 views

WinAPI SwapBuffers and Threads

I'm trying to use a different Thread for the whole WinAPI-Message-Loop stuff, so the window always keeps being responsive. Of course I'm using the main thread as the "window thread", because I need a ...
1
vote
1answer
263 views

How should I invoke a physics engine?

I'm new to writing games. I'm planning to write a 2D battle game which may require an physics engine. Suppose I've written one, but how can I combine it with the main routine of my game? Should I ...
-1
votes
1answer
129 views

Multithreading in lwjgl getting rid of sleep.

I'm trying to use multithreading in my game. However, I can't seem to get rid of the sleep. If I don't it's a blank screen, as there is no time for the computer to actually render the triangleMob as ...