Jump to content
  • Advertisement
Sign in to follow this  

multithreading problem with Nvidia PhysX

This topic is 2747 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

'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'[color=#333333]
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.[color=#333333]
    I wonder if there's a way around this? I've been trying and trying, but I can't think of a solution...

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • 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!