• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
jeff8j

out of process texture?

6 posts in this topic

I am running a web browser that is rendering to a texture and would like to make it out of process I havent yet started so I cannot say how performance would be but im looking for thoughts on how to do it the best way. In my mind the only way I can do this is horribly inefficient
1. browser renders in its process
2. data is copied and sent to the main process
3. main process binds texture and renders

That seems like quite a bit of memory copying is that the only way to do this or is there a way the browser process can send directly to the gpu?

I guess another option would be some kind of shared memory between processes that way a copy doesnt have to be made but I would like to know what you all think. Thanks
0

Share this post


Link to post
Share on other sites
There might be a better solution if we had context on the problem.
What is the browser drawing?
Why does the browser need to draw it?
Why does it need to then be drawn again in another process?
How frequently does this transfer of images occur?


L. Spiro
0

Share this post


Link to post
Share on other sites
Right now its the awesomium web browser library but im considering going to something else like berkelium
Its a web browser so it renders the html of the websites
Maybe draw is not the right word it has to render a 2d image of it then send it to opengl which is in the parent process to be drawn to the screen
It doesnt have to be out of process but would be nice to handle crashes and lockups
From a little bit of testing its all over the map on transfers something like google.com is twice or so per second but things with flash gifs movies will update as many time as I ask
0

Share this post


Link to post
Share on other sites
It’s a library, not an external process. It is meant to be integrated [i]into[/i] your application, to result in still one application.
Is there any reason you can’t do this?
It seems to me that if you are planning to have these as separate applications, it means you [i]do[/i] have control over the library (or else how would you make it work so that it could send the results remotely?) and thus have the ability to instead just make them one application. Furthermore, it’s just not possible that they meant for their library to be used that way. They would never have any form of commercial success or be able to market it to any serious person/company/entity.
Are you really really sure you can’t just make it all one application?


L. Spiro
0

Share this post


Link to post
Share on other sites
I have it as one application as it is I want it as a separate process to handle crashes which isnt a problem im just trying to think of the best way to minimise the overhead and not make three copies of the same data for each update thats alot of memory bandwidth.
0

Share this post


Link to post
Share on other sites
If you are worried about their library crashing, that can obviously only happen when you actually call their functions, and the easy/safe route is to simply wrap those calls behind some wrappers which internally call the library functions inside try/catch blocks.
If the library crashes your overall application walks away fine.

If you are worried about your main application crashing rather than the library crashing, that wouldn’t help you to keep them as separate processes. The library application is a slave to the main application. If the main crashes it’s over. You have to restart it.
Then there is the obvious fact that it is your code, so instead of hacking together 2 different applications, better advice would be to simply fix your code so that it doesn’t crash.


I am going to assume you are more worried about the library crashing, and exception handlers will put a quick end to that.
Last chance to repent. Is there any reason why you would rather go the slow, difficult, and hacky route of having 2 processes instead of 1 easy-to-make and better-performing process with exception handling?


L. Spiro
0

Share this post


Link to post
Share on other sites
Well I thought about it and slept on it and I think your right about it as long as the try catch can catch everything that way there doesnt have to be out of process communication. I will have to put together some tests that intentionally kill/lock up the external libraries I plan on using and hopefully everything can be handled that way. I was just thinking like chrome where all tabs are a different process and each page can die individually. I am still worried about lock ups because then it will never return and never be thrown to catch so it may lock up the whole program so ill have to figure out how that is handled. Thanks
0

Share this post


Link to post
Share on other sites

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
Sign in to follow this  
Followers 0