• 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

Compiling in a seperate thread

3 posts in this topic

My custom free function sometimes receives unknown pointers. Trying to track down the cause.
Cause is this background compilation.

I am building a module in a separate thread like this

thread t([]()
mod->AddSection("section", "void main(){}");
int r = mod->Build(); assert(r>=0);


Just this, no other thread building a module. There are no contexts created or used in this thread. During this thread work i do not execute any context on other threads.

I have read this

Two things i am not certain.
1. Do i still need to call asThreadCleanup end of this thread?
2. Is it safe to call GarbageCollector? Should i make sure both does not occur at the same time.
3. Maybe something else i am not thinking?

Thank you.

Share this post

Link to post
Share on other sites
You should call asThreadCleanup before the thread finished. This is necessary to free some thread local memory that may otherwise accumulate for each thread you create.

I haven't received any reports on problems with multithreading and the garbage collector. The gc is protected so only one thread will execute it simultaneously, but I recommend caution when running the gc to avoid problems with the gc enumerating references in the objects while they are modified by another thread.

During compilations the initialization of global variables may execute bytecode using a script context. You can turn off automatic initialization of global variables if you wish to control when they are initialized.

Share this post

Link to post
Share on other sites
Global variables are not allowed.

I suspect incremental GC calls which are called with no protection very frequently.
I added some guards around it.

Still i can't confirm it is fixed since problem only occurs 1 in a thousand compilations.
I will keep an out.


Share this post

Link to post
Share on other sites
You may want to turn off the automatic garbage collection too with a call to:

engine->SetEngineProperty(asEP_AUTO_GARBAGE_COLLECT, false);

This is a recommendation that I've yet to add to the documentation.

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