Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views

The most expensive damn triangle you ever saw.

Sign in to follow this  


I finally have a spinning triangle in a window!

In the process I've written a multi-threaded system which runs a fixed timestep physics system and a maximum-rate renderer. It works in that it's indepedent of framerate (or of the timer I use to kick the physics system, actually) but it seems to be behaving a bit oddly (i.e. works because my testcase is simple but would break down in a real situation).

It's modelled on what I learned in the Intel Hyperthreading talk at EDF last september. Your gamestate updater is run at a fixed time interval, making things like networking somewhat easier; object states are double-buffered (so you have the state for the current and previous iterations of the system). The renderer runs on a seperate thread, and when it wants to render an object it basically intepolates between the two sets of data. This allows your renderer to run through things 3 times between updates and give smooth movement, or to have updates run several times before the GPU is ready for the next frame.

The problem is that my rendering thread seems to be requesting data for frames a long way ahead of what I've computed (like, 10 seconds) which suggests that my updater code is getting left behind.
Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!