Linked Questions

11
votes
6answers
2k views

What is the best way to exploit multicores when making multithread games? [duplicate]

Many people suggest to write a program, and then start optimizing it. But I think that when it's coming to multithreading with multicore, a little think ahead is required. I've read about using ...
1
vote
0answers
96 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 ...
18
votes
4answers
18k views

How can I make message passing between threads in a multithreaded engine less cumbersome?

The C++ engine I'm working on currently is split up into several large threads- Generation (for creating my procedural content), Gameplay (for AI, scripts, simulation), Physics, and Rendering. The ...
4
votes
4answers
3k 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? ...
10
votes
4answers
4k views

Is a separate thread for game loop compulsory for simple games?

I am new to game development. In order to learn I am recreating this game on android platform. You can observe the game-play video at the above link. It is a simple game. I have read a lot of ...
8
votes
2answers
4k views

Multi threaded game - updating, rendering, and how to split them

From the StackOverflow post (it was recommended I move this): So, I'm working on a game engine, and I've made pretty good progress. However, my engine is single-threaded, and the advantages of ...
4
votes
4answers
4k views

How to separate my rendering from game loop?

If I have a (complex) operation that takes a long time for it to finish, for instance, a couple of seconds, my frame rate drops far below the acceptable. How could I still implement it while it is not ...
4
votes
3answers
908 views

Should I dedicate a single thread to each player in a split-screen game?

I was thinking about making multiplayer version of a game I am making with SDL and OpenGL. It would be a split-screen game. Do you think it would be a good idea to have each part of the screen (game ...
6
votes
2answers
1k 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 ...
2
votes
3answers
235 views

C++ Multithreading: accessing objects together

I'm kinda new to C++ Multithreading, and I'm keeping it simple right now. I will keep things simple and write psuedo-code. I'm making a Turn Based Strategy Game but let's keep it at Chess for now. I ...
1
vote
1answer
351 views

Unit selection - logic & screen communication

I'm building a game using SFML, with disconnected logic & screen systems that run on different threads and communicate through synchronised buffers. Now, this system worked perfectly well when I ...