Questions tagged [multithreading]

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

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97 views

How do multiplayer servers handle receiving, handling, and sending packets?

I want to make a fighter jet simulator game. The server (authoritative) and client communicate over udp. The server sends out updates about the gamestate at a fixed rate. Think of plane positions, ...
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24 views

Level loading with threads runs sometimes and doesn't run sometimes

I am trying to load a scene in the background while displaying a loading screen till the scene loads and then changing the scene to the loaded scene and I am using threads and ResourceLoader to do so. ...
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2answers
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Should I use Async & Await, instead of Coroutines, in Unity?

Should I use Async & Await in Unity? Or should I keep using Coroutines? If I should use Async & Await, how can I do so in a manner comparable to Coroutines?
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1answer
20 views

Unity: How to connect to server with status in dialog

I am trying to build in unity a basic logon screen. Now I'm building on something if the connection will have delay or so... There will be a dialog, where the progress of connection to server will be ...
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39 views

Binding Lua Function to Perform tasks using std::async

I am trying to load a bunch of mesh resources in the format of .obj files. Some of the files are very high in poly count so when loading using the below method It takes more than 10 seconds. I would ...
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1answer
73 views

In Unreal why is it safe to access a UTexture2D's properties from the render thread despite the documentation stating this is not allowed?

I've been trying to implement something that will update textures on the render thread from a background thread. And from what I've read of the unreal engine documentation you should never access a ...
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0answers
33 views

OpenGL and multithreading in C++, GL_INVALID_OPERATION error. Array object is not active

I have two threads. My main thread handles all the OpenGL calls, and my second thread batches all the data together in std::vector and then passes the data back to the main thread. Absolutely nowhere ...
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1answer
370 views

Multithreaded design for a game server

I would like to start developing my own game. Basically, the game has a "world" that players can travel around and modify. Think of it as a much more realistic version of Minecraft or an open world ...
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1answer
32 views

Box2d: crash on createBody in beginContact callback

I am getting this error on creating body in contactListener ...
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0answers
41 views

Unity Job System : Worker threads are not being utilized in Time rewind system

I am trying to make a simple time rewind mechanic. It's working but It becomes slower as number of game objects increases. I decided to give Job system a shot. My idea is to interpolate b/w positions ...
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0answers
37 views

Help deciding data structure for spatial partitioning, using only value-types in c#

I simply want to implement some sort of grid where I can sort units in an RTS into cells, and then for each unit check to avoid other units and attack other units, in 2d. My map grid is currently 10 ...
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1answer
91 views

Managing large amounts of data and processes for an economy management game

I'm making a management game in the vein of Anno or Stellaris, but I'm unsure how to manage all my data efficiently. Short example: the player controls multiple islands. Each island has factories on ...
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66 views

Multithreading bug

I am following Sebastian Lague's video tutorials on how to create a procedurally generated world. I have followed his tutorial fully except for the fact that I created a double precision algorithm for ...
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0answers
66 views

How should I cycle my game to be more scalable?

I'm trying to improve my game emulator so it can handle more users. I currently have one separate thread and execute all processing there. The cycles processes players and rooms, rooms are individual ...
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0answers
40 views

How to execute something on a main thread in ECS?

I have a game in which I have 5000 spheres on the scene simultanously. I needed the spheres to check for collisions with player's mouse, so it looks like the player is removing the balls with his ...
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2answers
273 views

Should I create thread for both UDP and TCP?

So I have TCP connection for stuff like leveing, player info, etc..And I have UDP datagram for stuff like player position, rotation, etc..Should I create new thread for both TCP and UDP on both client ...
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1answer
276 views

How to make progress bar in EditorWindow with Threading in Unity?

I need to make a progress bar in EditorWindow. To do this, I perform the function of calculations in threads: Thread thread = new Thread (_worker.Work); thread.Start (); The class itself emitting ...
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1answer
117 views

Multithreading: Each system on a different thread or a thread pool?

I'm building a fairly involved game using OpenGL and C++. I've been thinking about how to implement multithreading, and the two options are: 1) Each system (Graphics, Audio, Physics, et cetera) gets ...
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1answer
183 views

JWJGL Multi-threading to separate update and render

Introduction: I am currently designing a game in Java using the LWJGL 3.0, with Gradle. I have quite an advanced knowledge on multi-threading, and I am aware how GLFW does/doesn't implement multi-...
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1answer
122 views

Does SDL_SetThreadPriority work with std::thread

I'm trying to set the priority of my threads so that my UI thread can be given priority over background calculations. I noticed that SDL has a SDL_SetThreadPriority ...
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1answer
61 views

How to control JavaFX's animations execution order when animations “queue” is being altered in run-time?

What is the proper way of handling synchronization between GUI animations' execution order and the user's dynamic input? More specifically, I would like to know how to enforce some logical ...
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60 views

How to fx low FPS in a single threaded Directx9 3D game

We're having issues with low FPS in a third-person shooter 3D game. This happens when you have too many polygons on screen. The FPS is locked to 60, and the gameplay is fine, but the moment when you ...
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1answer
145 views

What's the best practice to use the pbo to upload multi textures?

I have a basic model to upload textures as shown in the following picture. I design this for several reasons: Only the primary thread owns the OpenGL context, so I choose to create buffers, map ...
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1answer
598 views

OpenGL draw functions and multi-threading. How they work together?

I want to apply multi-thread in a simple way to control and draw 4000 objects. I am using SDL and OpenGL. control : locations, collisions, calculations ... etc draw : OpenGL draw functions ...
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1answer
251 views

Calculating distance using Job System

I am trying to find out the distance between game objects and the player position using Job System, But I am getting an error of unsafe pointer race condition. Can anyone tell me how to access ...
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1answer
1k views

Multithreading MMO Server. A thread per area OK? [closed]

As a personal project, I'm setting up a MMO, and writing the server in C#/.NET Core. As of now my architecture is as follows: The world exists of different areas ( you can go from area to area trough ...
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2answers
208 views

While loop running in thread, but not doing anything [C++]

I am trying to multi-thread my game so that one thread updates and renders the player, while the other listens for inputs. I used a while loop to keep my detached thread running in the background, ...
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1answer
244 views

My Java Game's movement looks awfull. Maybe Problem with Thread.sleep

I have a big problem with my Java games. In every game I make the movement of the player and objects just looks awfull. The framerate is 60 fps without any problems. But the movement looks extremly ...
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1answer
71 views

processing request in order on game server

I am creating a simple multiplayer puzzle game in which multiple players can join a lobby and compete with each other. the player that submits the answer first gets the highest point, the player that ...
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1answer
537 views

Unity: Loading screen without a coroutine (is it possible?)

I need to accomplish something specific but I'm not sure how to do it exactly: My game has 2 scenes: The main menu that has a couple of buttons... ... and the game scene that displays a different ...
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3answers
914 views

Two Gameloops instead of one, wouldn't it be better?

I have been thinking about this a lot and don't know if i'm thinking incorrectly. Most games have one game loop that can be split into three functions. A basic game loop would look something like ...
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1answer
375 views

Access a ID3D11Texture2D in another thread

I created a ID3D11Texture2D texture on a thread with DirectX graphics and I passed its pointer to a worker thread. I'm assured that the creator thread will no ...
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2answers
871 views

Using std::threads to optimize drawing

I'm currently developing a 3D game with its own engine. I have some performance issues in the function that orders all the draw events and sends them to the GPU. I've heard about threads, and I ...
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0answers
113 views

How can I load a script once in LuaJit/Lua and use it across multiple VMs in different threads?

So, I came across an interesting problem. I'm implementing some threaded game logic, and one of the things I decided to do was to use Multiple Lua VMs, with each worker thread containing its own VM. ...
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0answers
286 views

How to properly separate render thread from logic thread?

I am not asking about parallelization of physics and so on stuff with parallel_for() like stuff. I've managed to have separate rendering thread from logic thread, ...
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1answer
432 views

Return value from coroutine to non monobehaviour

I have a class which is not a monobehaviour (lets call it "Generation"), and as such running CoRoutines from within are not an option. I have a monobehaviour (lets call this "TestScript") which needs ...
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1answer
176 views

In Unity, how do I use the extra time in every frame to do some extra processing?

Let's say, for example, that my target framerate is 60 frames per second. Now, I know that I have a maximum of 16.6 milliseconds to "do everything" every frame in order to maintain that framerate. ...
2
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1answer
536 views

Is this an optimal way to architect an OpenGL Renderable object class?

I want to create a class which is a "Renderable class". Basically, world objects will use this as a Base class to create objects that can be drawn into an OpenGL window. This is what i 've got so far: ...
0
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1answer
757 views

World & client listening, use multi-threading or multi-process?

My game is based on a client / server architecture where client only sends input and receives server output. Server has to keep track of the game, updating the world etc. But also listen to clients ...
3
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0answers
127 views

Understanding callbacks for connecting/disconnecting controller

I am using glfw and let's say I track controllers with a simple struct: ...
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1answer
414 views

What kind of work is usually done by scheduled tasks

I was reading about how task schedulers work in game engines. What is unclear to me is what kind of work is usually scheduled inside these tasks. Do engines usually tick an actor inside a separate ...
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0answers
131 views

Cocos2d-x : Socket.io-client-cpp crashes after creating scene

I'm using https://github.com/socketio/socket.io-client-cpp with cocos, because the built-in socket.io doesn't support callback (http://discuss.cocos2d-x.org/t/doesnt-work-with-socketio-2-0-1-and-...
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1answer
283 views

Timestep with multithreading

There are several questions and articles which deal with timestep - for example: Should game logic update per second or per frame? https://gafferongames.com/post/fix_your_timestep/ Accounting for ...
3
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1answer
428 views

Flicking geometries with OpenGL in Qt app

I have a Qt (5.9.1) app that on Windows many of the geometries I'm drawing flickers. My problem description is vague because I'm at a complete loss. Does anyone know if there's an issue with ...
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0answers
31 views

How to determine the amount of idel time left in main thread for Unity before next frame?

Hi I'm trying to improve a thread tool and would like to make a function which use the idle time before the next frame. So how can I determine the time left?
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1answer
321 views

C++ Thread, structuring thread so Gameloop can continue

I want my thread to run seperately, but I want to be able to keep executing the game loop without killing the thread scope, If I remove the join there is a crash ? What can I do ? My desired result ...
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1answer
418 views

SDL - Limiting loop with timer? Not polling

I am using SDL/Glew to create an engine for a game I want to make. I am trying to set a constant framerate of like around 60 (once every 17ish ms). I don't know the best way to do this so I do ...
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2answers
155 views

How to run a pathfinder thread and game thread concurrently

Issue: I want to be able to set up my game loop to work concurrently with my pathfinder request, that would be a queue which different units request for in order in the pathfinder thread. My ...
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1answer
857 views

Unity - animations threading

As one cannot play around with threads themselves, the user-made code that uses unity's API is executed on the main thread. I'm sure unity uses some sort of thread ...
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0answers
67 views

compiler optimixation interfering with threaded function

I'm making a block game in c++ that stores voxels in a octree and because, at least in my implementation, editing the octree is slow, I'm generating the chunks of land in a separate thread. I manage ...

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