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multithreading problem with Nvidia PhysX


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#1 Xcrypt   Members   -  Reputation: 154

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Posted 07 April 2012 - 08:00 AM


'm having a multithreading problem with Nvidia PhysX. the SDK requires that you call Simulate() (starts computing new physics positions within a new thread) and FetchResults(waits 'till the physics computations are done). Inbetween Simulate() and FetchResults() you may not 'compute new physics'

It is proposed (in a sample) that we create a game loop as such:
  • Logic (you may calculate physics here and other stuff)
  • Render + Simulate() at start of Render call and FetchResults at end of Render() call

However, this has given me various little errors that stack up: since you actually render the scene that was computed in the previous iteration in the game loop.

I wonder if there's a way around this? I've been trying and trying, but I can't think of a solution...


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