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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.

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24
votes
7answers
2k views

Multithreading 2D gravity calculations

I'm building a space exploration game and I've currently started working on gravity ( In C# with XNA). The gravity still needs tweaking, but before I can do that, I need to address some performance ...
1
vote
2answers
169 views

StringBuffer behavior in LWJGL

Okay, I've been programming in Java for about ten years, but am entirely new to LWJGL. I have a specific problem whilst attempting to create a text console. I have built a class meant to abstract ...
10
votes
2answers
8k views

UDP non-blocking or a separate thread for receiving?

I am creating a multiplayer game (for under 64 players). I already decided to have a separate thread for the network loop, but I was wondering if it would be better to create an extra thread for ...
5
votes
4answers
1k views

Creating a voxel world with 3D arrays using threads

I am making a voxel game (a bit like Minecraft) in C++(11), and I've come across an issue with creating a world efficiently. In my program, I have a World class, which holds a 3D array of Region ...
1
vote
0answers
102 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 ...
2
votes
1answer
467 views

Multi-Threaded Pipelined Game Engine Data Synchronization Questions

Let's say I'm setting up a worker pool based game engine with pipelining. Let's say I have 4 stages in my pipeline as such: Stage 1: Physics Stage 2: AI/Input Stage 3: Game Logic Stage 4: Rendering ...
9
votes
1answer
5k views

Using an Entity System Architecture with Task Based Parallelism

Background I have been working on creating a multithreaded game engine in my spare time and I currently trying to decide the best way to work an entity sytem into what I have already created. So far, ...
5
votes
3answers
2k views

do games use multiple threads to play music?

Do games use multiple threads to play music and other operations besides things like server connections and sockets? And is that why when the game freezes (for any reason) the music can sometimes ...
11
votes
3answers
1k views

Efficiently separating Read/Compute/Write steps for concurrent processing of entities in Entity/Component systems

Setup I have an entity-component architecture where Entities can have a set of attributes (which are pure data with no behavior) and there exist systems that run the entity logic which act on that ...
1
vote
1answer
864 views

Implementations of task-based parallelism in game engines_

I'm looking for implementations of this because I'm having an especially hard time understanding how data is usually handled. As I understand it, simply using critical sections and locking code ...
1
vote
1answer
2k views

How should I invoke a physics engine?

I'm new to writing games. I'm planning to write a 2D battle game which may require an physics engine. Suppose I've written one, but how can I combine it with the main routine of my game? Should I ...
-1
votes
1answer
586 views

Multithreading in lwjgl getting rid of sleep.

I'm trying to use multithreading in my game. However, I can't seem to get rid of the sleep. If I don't it's a blank screen, as there is no time for the computer to actually render the triangleMob as ...
2
votes
1answer
254 views

What's a good way to distribute delayable tasks between frames to avoid lost frames?

I'm having a problem with finding a good way to keep the framerate high and at the same time keep running methods of game world update. I figured I could just put those methods in a thread so they are ...
2
votes
1answer
882 views

MVC with looping view

For our school project we'd like to develop a game using the MVC pattern. We're all moderate new java programmers and absolutely new in game development. With our current view (containing only menu) ...
3
votes
1answer
4k views

Separate renderng thread in Android (OpenGL ES 2.0)

I'm used to mainly working with the Canvas SurfaceView API on Android and have recently been learning openGL ES 2.0 With canvas I know that surfaceView gives you the ability to start a new thread to ...
5
votes
3answers
3k views

DirectX9 thread lock problem with “present” and background loading new textures

Given: Selfmade 3D engine based on DirectX9 written in C++ Task: While render loop runs load additional textures in a background thread Current Implementation: - Create device with ...
2
votes
1answer
514 views

Displaying animations during loading screens

Games like Karateka (which uses UDK) seem to be able to asynchronously load GL assets as well as display animation. The splash is incredibly short, then presumably their glView shows up. I can think ...
2
votes
2answers
3k views

How can I control the frame update rate of a thread?

I'm building a small game for a college project. It's quite a simple game. There are a number of dots on the screen and the player has to select them in a specific order. It's kind of a "join the dots"...
1
vote
2answers
2k views

WinAPI SwapBuffers and Threads

I'm trying to use a different Thread for the whole WinAPI-Message-Loop stuff, so the window always keeps being responsive. Of course I'm using the main thread as the "window thread", because I need a ...
5
votes
3answers
430 views

What operations should be multithreaded?

I wonder what game operations should be multithreaded, and which should always run on the main thread. The most expensive operations I could come up with are: loading a level loading resources (for ...
7
votes
1answer
1k views

How wise is this multithreading architecture?

I'm rewriting a game engine I wrote in an attempt to parallelize as much as possible. I'm considering making properties which may be accessed from multiple threads all use accessors which use boost ...
8
votes
4answers
11k views

Mixing threads and coroutines in Unity3D Mobile

I had a coroutine in Unity3D that downloaded a zip from a server, extracted it to the persistent data path, and loaded its contents into memory. The flow looked something like this: ...
0
votes
1answer
181 views

Receiving server data inside game loop

I'm planning on how my multiplayer game client game loop should work. While I'm convinced that server should be moved from game loop into it's own thread, I'm not sure what should I do about receiving ...
3
votes
2answers
2k views

Implementing multithreaded loading screens

Ok, I have fairly little multi-threading experience, but i have done a similar thing before without issue...but this has me stumped. This is in C++, Directx9 Visual Studio... My game basically runs ...
0
votes
1answer
161 views

Can threads be used to run resource consuming methods without -ever- freezing UI?

Until recently I was sure that running expensive operations in threads can prevent UI freezing, but now I'm not. Is it not guaranteed that a threaded operation will not hog the main thread's ...
1
vote
0answers
642 views

Expensive operations and threading in XNA games [closed]

There's this post, it's highest voted answer got me curious about the many ways of threading games. My game has input update, game logic update, user interface update and expensive operations methods....
0
votes
1answer
429 views

SpriteBatch.end() Issue because of a thread

While playing, I use a thread to Load() and Unload() Texture2D. I have multiple ...
1
vote
2answers
1k views

Multiple pipelined game loops

I am considering using the following game engine design pattern, but I am unsure if it's a good idea or not: Each major task (drawing, physics, logic, networking, disk I/O) will have its own isolated ...
3
votes
1answer
1k views

Unity editor stalling on second attempt to play

I am attempting to use a Tobii TX300 eye-tracker as an input device for Unity. This device is connected via LAN (TCP connection managed by Tobii SDK). The Tobii SDK has appropriate methods (I am ...
1
vote
1answer
2k views

Code structure in Android 2D game

Well I've finnaly decided to start Android game dev, and my first project will be simple 2d canvas based game. I have some experience in game developing with C# and XNA, and I'm a bit confused now. ...
4
votes
1answer
3k views

How do I use threads together with DirectX11?

I have only found the documents on MSDN: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476884(v=vs.85).aspx Although it doesn't say anything about creating them, it mentions that device is ...
4
votes
1answer
754 views

Splitting logic into threads in Java tower defence game

I'm making a tower defence game in Java! It's my first game development. I want to know how many threads Do I need to create in a game, to split logic.. I've made this one: Main App thread (adds ...
1
vote
1answer
275 views

How do I enfroce efficiency concerning thread granularity?

Lately, I've been thinking of ways to use multi-threading to improve the speed of different parts of a game engine. What confuses me is the appropriate granularity of threads, especially when dealing ...
1
vote
3answers
829 views

Multithreading for a mixed-genre game in Python?

So here's the situation. I'm making a game that mixes two genres; arcade shooter and puzzler. They don't intertwine TOO much; all the interaction that really goes on is that every time an enemy is ...
0
votes
3answers
1k views

Threads slowing down application and not working properly

I'm making a software renderer which does per-polygon rasterization using a floating point digital differential analyzer algorithm. My idea was to create two threads for rasterization and have them ...
0
votes
1answer
2k views

Separate update and render

I'm programming a simple Snake in Java. I'm a complete newbie when it comes to Java and Game Developing, so please bear with me ;) Until now, I have been using a UI thread, as well as a update-thread....
5
votes
1answer
815 views

Does using [STAThread] with XNA have any negative implications?

I'm working on a game in XNA, which has an inbuilt level editor. To facilitate this I want use the FileOpenDialog from Winforms. I followed the instructions as per ...
2
votes
1answer
319 views

Does concurrency inherently introduce “randomness” into a game?

When a game is implemented with concurrency (as most games are), does this necessarily, by its very nature, introduce an element of randomness into the game that is outside of the players' control? ...
1
vote
1answer
516 views

GLES2.0 3D Android game performance and multi threading the update?

I have profiled my mixed Java\C++ Android game and I got the following result: As you can see, the pink think is a C++ functions that updates the game. It does things like updating the logic but it ...
3
votes
4answers
2k views

Do games use threads?

I 'understand' that the concept of how a game runs i.e while (game_loop = true) { //handle events // input/output/sound etc } But it has come to my ...
1
vote
5answers
4k views

multi-thread in mmorpg server

For MMORPG, there is a tick function to update every object's state in a map. The function was triggered by a timer in fixed interval. So each map's update can be dispatch to different thread. At ...
3
votes
2answers
930 views

Is it safe to run multiple XNA ContentManager instances on multiple threads?

My XNA project currently uses one ContentManager instance, and one dedicated background thread for loading all content. I wonder, would it be safe to have multiple ContentManager instances, each in ...
4
votes
2answers
2k views

How to create a thread in XNA for pathfinding?

I am trying to create a separate thread for my enemy's A* pathfinder which will give me a list of points to get to the player. I have placed the thread in the update method of my enemy. However this ...
1
vote
2answers
2k views

Multi-threaded JOGL Problem

I'm writing a simple OpenGL application in Java that implements the Monte Carlo method for estimating the value of PI. The method is pretty easy. Simply, you draw a circle inside a unit square and ...
0
votes
0answers
54 views

XNA Xbox, utilizing multiple cores [duplicate]

Possible Duplicate: XNA: How does threading work? It's my understanding that the Xbox has 3 cores that are available to use. I'm hoping to offload AI to another core, and possibly use another ...
1
vote
2answers
131 views

Threading iPhone

Say I have a group of large meshes that I have to intersect rays against. Assume also, for whatever reason, I cannot further simplify/reduce poly check count by spatial subdivisioning. I can do this ...
1
vote
1answer
244 views

Thread.SetProcessorAffinity() equivalent for Windows?

I want to be able to use multiple cores in my XNA game, but it seems that Thread.SetProcessorAffinity() is only usable on xbox. That being said, is there any way to run a small chunk of my code on ...
2
votes
1answer
721 views

Synchronizing input, update and rendering threads

How do you synchronise the input-handling, state-updating and rendering threads? If a sprite position is modified due to input, the wrong position of the sprite might be drawn to the screen if the ...
5
votes
1answer
259 views

Should I amortize scripting cost via bytecode analysis or multithreading?

I'm working on a game sort of thing where users can write arbitrary code for individual agents, and I'm trying to decide the best way to divide up computation time. The simplest option would be to ...
4
votes
3answers
960 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 ...