Timeline for How would i make two loops for a game engine
Current License: CC BY-SA 4.0
19 events
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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 17:30 | history | edited | IcedSalad | CC BY-SA 4.0 |
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May 3, 2023 at 17:13 | history | edited | IcedSalad | CC BY-SA 4.0 |
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May 3, 2023 at 16:51 | 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 14:44 | 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 | |||
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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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May 3, 2023 at 14:27 | 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 |