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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#Actualslicer4ever

Posted 28 October 2012 - 11:25 PM

I have to disagree with the poster above me, multi-threading can have huge beneficial impact on performance, particularly if your doing anything that is heavy in physics base, and their are several possibilitys to choose for how to approach multi-threading with your problems.
.
personally, to solve the issue between render/logic, i use three buffer's, or matrix's to represent my units, one is the real matrix, used by the logic, and the two other ones are used by the logic/renderer, when the logic thread finishes working on an object, it checks if a draw buffer/matrix is available for that unit, and writes/copy's it's buffer/matrix into the available buffer, then marks the buffer as swappable.  then when the renderer see's that the buffer is swapable, it swaps it with the other render buffer, and clears the flag.

it's a bit of a memory hog, but it's an alternative to locking threads.  depending on the size of the game, memory might not be an issue.

#5slicer4ever

Posted 28 October 2012 - 11:25 PM

I have to disagree with the poster above me, multi-threading can have huge beneficial impact on performance, particularly if your doing anything that is heavy in physics base, and their are several possibilitys to choose for how to approach multi-threading with your problems.
.
personally, to solve the issue between render/logic, i use three buffer's, or matrix's to represent my units, one is the real matrix, used by the logic, and the two other ones are used by the logic/renderer, when the logic thread finishes working on an object, it checks if a draw buffer/matrix is available for that unit, and writes/copy's it's buffer/matrix into the available buffer, then marks the buffer as swappable.  then when the renderer see's that the buffer is swapable, it swaps it, and clears the flag.

it's a bit of a memory hog, but it's an alternative to locking threads.  depending on the size of the game, memory might not be an issue.

#4slicer4ever

Posted 28 October 2012 - 11:15 PM

I have to disagree with the poster above me, multi-threading can have huge beneficial impact on performance, particularly if your doing anything that is heavy in physics base, and their are several possibilitys to choose for how to approach multi-threading with your problems.
.
personally, to solve the issue between render/logic, i use three buffer's, or matrix's to represent my units, one is the real matrix, used by the logic, and the two other ones are used by the logic/renderer, when the logic thread finishes working on an object, it checks if a draw buffer/matrix is available for that unit, and writes it to that, then marks the buffer as swappable.  then when the renderer see's that the buffer is swapable, it swaps it, and clears the flag.

it's a bit of a memory hog, but it's an alternative to locking threads.  depending on the size of the game, memory might not be an issue.

#3slicer4ever

Posted 28 October 2012 - 11:14 PM

I have to disagree with the poster above me, multi-threading can have huge beneficial impact on performance, particularly if your doing anything that is heavy in physics base, and their are many possibilitys to choose, a common one being thread pools.
.
personally, to solve the issue between render/logic, i use three buffer's, or matrix's to represent my units, one is the real matrix, used by the logic, and the two other ones are used by the logic/renderer, when the logic thread finishes working on an object, it checks if a draw buffer/matrix is available for that unit, and writes it to that, then marks the buffer as swappable.  then when the renderer see's that the buffer is swapable, it swaps it, and clears the flag.

it's a bit of a memory hog, but it's an alternative to locking threads.  depending on the size of the game, memory might not be an issue.

#2slicer4ever

Posted 28 October 2012 - 11:14 PM

I have to disagree with the poster above me, multi-threading can have huge impact on performance, particularly if your doing anything that is heavy in physics base, and their are many possibilitys to choose, a common one being thread pools.
.
personally, to solve the issue between render/logic, i use three buffer's, or matrix's to represent my units, one is the real matrix, used by the logic, and the two other ones are used by the logic/renderer, when the logic thread finishes working on an object, it checks if a draw buffer/matrix is available for that unit, and writes it to that, then marks the buffer as swappable.  then when the renderer see's that the buffer is swapable, it swaps it, and clears the flag.

it's a bit of a memory hog, but it's an alternative to locking threads.  depending on the size of the game, memory might not be an issue.

#1slicer4ever

Posted 28 October 2012 - 11:12 PM

I have to disagree with the poster above me, multi-threading can have huge impact on performance, particularly if your doing anything that is heavy in physics base, and their are many possibilitys to choose, a common one being thread pools.
.
personally, to solve the issue between render/logic, i use three buffer's, or matrix's to represent my units, one is the real matrix, used by the logic, when it finishs working on an object, it checks if a draw buffer/matrix is available for that unit, and writes it to that, then marks the buffer as swappable.  then when the renderer see's that the buffer is swapable, it swaps it, and clears the flag.

it's a bit of a memory hog, but it's an alternative to locking threads.  depending on the size of the game, memory might not be an issue.

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