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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.

1
vote
1answer
22 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 ...
0
votes
0answers
20 views

How to perform Raycast inside IJobParallelFor

I'm testing Unity.Jobs and I'm trying to perform Raycast inside the IJobParallelFor.Execute function. When I tried following code it is not detecting any collision despite collider is in front of the ...
1
vote
1answer
79 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 ...
1
vote
1answer
57 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 ...
5
votes
1answer
682 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 ...
0
votes
2answers
110 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, ...
1
vote
1answer
117 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 ...
0
votes
1answer
49 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 ...
0
votes
1answer
117 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 ...
-1
votes
1answer
93 views

Use two Gameloops instead of one

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 ...
0
votes
0answers
23 views

Running FixedUpdate in parallel

Is it possible to notify Unity, that FixedUpdate of some MonoBehaviours can be run in parallel? I have some math-heavy calculations being done in FixedUpdate, but they modify components of a single ...
0
votes
1answer
105 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 ...
0
votes
2answers
224 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 ...
0
votes
0answers
59 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. ...
1
vote
0answers
184 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, ...
1
vote
1answer
177 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 ...
1
vote
1answer
127 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
votes
1answer
252 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
votes
1answer
257 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 ...
2
votes
0answers
69 views

Understanding callbacks for connecting/disconnecting controller

I am using glfw and let's say I track controllers with a simple struct: ...
0
votes
1answer
167 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 ...
1
vote
0answers
85 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-...
1
vote
1answer
137 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
votes
1answer
216 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 ...
0
votes
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?
1
vote
1answer
139 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 ...
0
votes
1answer
191 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 ...
0
votes
2answers
136 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 ...
0
votes
1answer
383 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 ...
2
votes
0answers
63 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 ...
0
votes
1answer
84 views

Implement delay using polling or threads?

I'm making a real-time risk-like game in Python. Players can move armies from one region to another. I want army movement to take time proportional to the distance between the two regions, therefore I ...
0
votes
0answers
40 views

How does Unity Inspector handle values changing during play without any thread-locks?

First of all, I'm a Java coder. Usually, when you write a game, you run it on thread different than the UI one like: ...
0
votes
1answer
197 views

C++ glGenBuffers does not return proper VBOID when called in thread [closed]

I'm currently learning to properly use multithreading in C++ in combination with OpenGL and GLFW, and I encounter a strange bug in my application. I'm generating a procedurally generated terrain in a ...
2
votes
1answer
1k views

Game loop with multithreading

I have learned how to create and manage threads in C++. Now I'm trying to create game loop based on multithreading but I can't imagine how should I split whole game to tasks. I mean, should rendering ...
0
votes
0answers
420 views

How to do physics calculations on the server?

I would like to create a multiplayer racing game. I am going to create a Unity server using the headless mode option and .Net sockets. I will use threads and thread pools to accept connecting players ...
1
vote
1answer
405 views

Multi-threaded MMO Server with complex inter-dependencies.

I am working on a Mobile MMO and I am using .NET to build a MMO Server. My current application architecture is as follows. Clients are accepted using Async Calls (BeginAccept/EndAccept). Data ...
6
votes
2answers
999 views

Unity AdMob plugin - rewarding the user on the main thread

There's a simple guide on the Firebase's website on how to implement the AdMob's rewarded video: https://firebase.google.com/...
1
vote
4answers
236 views

Can a loading screen be implemented using one thread only? If so, how?

I have seen guides on how to implement a loading screen using more than one thread. But sure it must be possible to do so with one thread, since older (even 2D) games that run on single-threaded ...
5
votes
1answer
533 views

Loading screen OpenGL with glut API

I'm trying to make a loading screen. My idea is to have two threads working - one in the background loading the 'game' scene, one displaying 'load' scene. When building 'game' scene is finished, it's ...
6
votes
1answer
1k views

How Many Threads is 'Too Many'?

I writing this as I have run into a dilemma that I cannot readily answer. Specifically, how many threads is too many? Background tl;dr: Writing a game (Surprise.) C++11, all server-side bits ...
0
votes
1answer
22 views

IEnumerator Loop not Drawing Changes to Transform.position

So, I'm working on an IEnumerator() that is called to spawn objects in a fountain style (kinda flying up and out and landing at a random spot nearby). I feel like I had this working for a hot minute, ...
1
vote
0answers
529 views

Unreal Engine 4: Help with multithreading and accessing render target images

I am working on an application where I need to record images seen from an in-game camera. Initially, the method was to set up a TextureRenderTargetResource from the in-game capture component, and ...
2
votes
0answers
319 views

Unreal Engine: saving in-game images to disk without blocking game thread

I am working on an Unreal based open-source UAV simulation (Microsoft AirSim) where I am trying to capture and save images from a camera that's attached to the drone. The image underneath gives an ...
-1
votes
1answer
940 views

blocking queue in Unity

I want to implement a custom TCP Client in Unity that has separate threads for sending and receiving certain messages. For sending, the Client is supposed to have a blocking queue, that receives ...
3
votes
3answers
1k views

Would I need to develop a multi-threaded game or will a single thread suffice?

So I've been playing around and developing in C++ for a couple years now and have built a very simple C++ game engine for learning purposes. I now want to try and develop a simple 2d, stick figure ...
1
vote
0answers
75 views

How to handle player actions in a multithreaded gameserver

I'm working on a multiplayer game, and today I implemented basic "spatial hashing" in my entity-component-system. Before implementing that algorithm, I was sending players actions to all connected ...
6
votes
2answers
580 views

Should I care about CPU affinity of threads?

I am currently developing a rendering engine, which I plan to use for creating games. The engine makes heavy use of multithreading; I have a thread for OpenGL rendering, a thread for updating, a ...
1
vote
0answers
262 views

Thread per connection or thread-pool in a MMO server?

So I'm writing this MMO server, and I'm really struggling in this topic. I'm writing a fast paced MMO, and the server max players would be 800. I have read that one thread per connection is not a ...
0
votes
0answers
95 views

Thread speeds up in XNA when window is minimized

I think that´s a simple question for some of you. My XNA game has a main thread and another thread when the game is started (to be able to update and draw game components while textures and game data ...
1
vote
1answer
58 views

When should new threads be created in a game or how should time consuming task be handled?

This has been a question that has always troubled me while thinking about the code and logic behind gaming, I was wondering when and when not, is it appropriate to create new threads for different ...