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May 5, 2023 at 21:29 comment added IcedSalad I saw somewhere that someone made a game engine like my images without multithreading, but it didn't say how.
May 4, 2023 at 12:48 comment added Philipp @IcedSalad In the question you wrote you want to avoid multithreading, but also that you want "two loops to happen simultaneously" and "run things in the background". Multithreading would be the way to accomplish this. So you seem to be contradicting yourself here. Or maybe you don't fully understand what "multi-threading" means? In the last sentence you compare it to "hardcoding", which means something completely different.
May 3, 2023 at 17:42 answer added Questor timeline score: 1
May 3, 2023 at 17:37 history edited IcedSalad CC BY-SA 4.0
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May 3, 2023 at 16:48 comment added IcedSalad I wanted to have my normal game loop, but with the engine processing everything from the system in the background.
May 3, 2023 at 14:47 history edited IcedSalad CC BY-SA 4.0
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May 3, 2023 at 14:43 history edited IcedSalad CC BY-SA 4.0
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May 3, 2023 at 14:42 review Close votes
May 8, 2023 at 3:01
May 3, 2023 at 14:40 history edited IcedSalad CC BY-SA 4.0
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May 3, 2023 at 14:31 comment added Philipp Do you intend to make the engine faster by running the rendering loop and the input loop on two different threads?
May 3, 2023 at 14:31 comment added Vaillancourt AFAIK, Windows things are events queued, so at the beginning of your Main class game loop, you start off by processing all those events and changing the state of the game class, you can queue the inputs in your own key handler, etc. Processing the events in its own loop in parallel of your own game loop is calling for synchronization nightmares and likely without the speed gain you're expecting.
May 3, 2023 at 14:29 history edited IcedSalad CC BY-SA 4.0
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S May 3, 2023 at 14:22 review First questions
May 3, 2023 at 14:27
S May 3, 2023 at 14:22 history asked IcedSalad CC BY-SA 4.0