Timeline for How does one avoid hundreds of copies into a vertex buffer each frame?
Current License: CC BY-SA 3.0
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Nov 8, 2011 at 10:44 | comment | added | Cliff Harris | the game seems to be CPU bound, but thats on my system, I haven't run it yet on lower spec machines. Multithreading is a good diea, but I'm not very experienced with multiple threads for stuff like this and I would fear introducing weird bugs or synchronisation issues. | |
Nov 7, 2011 at 23:30 | history | answered | Adam | CC BY-SA 3.0 |