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Member Since 11 Nov 2006
Offline Last Active Mar 16 2014 01:05 AM

Posts I've Made

In Topic: many potatersssss

03 September 2013 - 08:37 PM

boost.threads provides an interface much like what you'd expect of the C++ Standard Template Library, which make it a good choice for people who like the conventions used by STL.

However, many game development frameworks (including SDL and SFML) already include functions to create and use new threads.

In reality, most thread APIs are more-or-less equivalent in terms of actual utility. If you're already using a library that includes it, or has a first-party extension library for it, I'd simply use their interface.

In Topic: What exactly is a Game Engine?

05 September 2012 - 08:55 PM

A game engine is, in general terms, the reusable portion of a game. For example, this would be the code for rendering a model, playing sound, for physics interactions, etc. Some of them are loose-knit functions that people have just put together over the years, others are designed from the beginning.

If you want fast results, then a game engine is for you. If you want to learn and learn every single piece of programming a game, then they are probably not.

In Topic: Looking for a multimedia library

02 September 2012 - 05:36 PM

SDL is my personal favorite, but SFML is also a good library, especially if you are a strict C++ developer or a novice (though SDL is also good for novices).

In Topic: SDL sound delay

02 September 2012 - 05:12 PM

A problem with audio is likely not linked to the graphics card in use, unless the reason why there is not a delay on the nVidia card is because it rasters much slower than the ATI card.

What is the processor you're using on both machines?

In Topic: Multithreading in voxel games

02 September 2012 - 04:11 PM

make sure you lock around access to any shared data. Each piece of shared data should be given its own lock.

Aside for that, experiment. You may find benefit from more threads, you may find that you've got too many.

Generally speaking, I would recommend keeping physics updates in the same thread as game updates (to minimize lock waits); but depending on how you're going to use your volumes that might not be practicable.