Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 29 Apr 2012
Offline Last Active Private

Posts I've Made

In Topic: This may sound stupid ... [multitasking]

19 February 2014 - 04:30 PM

Threads can run for up to a time slice / quantum before the OS decides what to run next ...

Thanks for your explanation. I think the "up to" part explains a lot and that 20 milliseconds uninterrupted CPU time for a thread is definitely more the exception than the rule wink.png

In Topic: Need some opinions about how a finished game would look like

14 December 2013 - 12:07 PM

Nice game :)


Next challenge: Add an AI player!

In Topic: Is this a good idea? (D3D9, beginner)

12 December 2013 - 12:48 PM

Thanks a lot for all your really, really useful feedback, guys! smile.png

Thanks to you I'm now pretty sure I have all the knowledge I need to make a good and effective solution (which will most likely involve loading resource data into main memory from a working thread, add the address of the resource to a (linked) list, monitor the list from the main thread and transfer the data from the nodes to VRAM whenever something is pending).

In Topic: Is this a good idea? (D3D9, beginner)

12 December 2013 - 10:49 AM

As long as you build with the multi-threaded flag enabled, DirectX of any version has no problem with sharing resources across threads.

Thanks for your feedback, and just to be clear: by the above you mean creating the device with the D3DCREATE_MULTITHREADED flag, right? If so, how much should I worry about the following from the MSDN documentation about this flag? Would you personally recommend using it?

"This makes a Direct3D thread take ownership of its global critical section more frequently, which can degrade performance"

In Topic: "Rendering System" or "Render System" ... ?

07 December 2013 - 12:48 PM

Lol, in that case I should probably use a BinaryChristmasTree for managing scene objects internally tongue.png