• 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.

Archived

This topic is now archived and is closed to further replies.

Spider_In_A_Web

Multi Threading

9 posts in this topic

iam thinking about writing a multi threaded app in Win32 using openGL, can anybody here point out any pitfalls ar problems or just give advice in general on this topic. Thanks Paul.
0

Share this post


Link to post
Share on other sites
quote:
Original post by Spider_In_A_Web
iam thinking about writing a multi threaded app in Win32 using openGL, can anybody here point out any pitfalls ar problems or just give advice in general on this topic.

Thanks Paul.


OpenGL is a state machine, so it isn''t thread safe. If you write a multi-threaded program, you should probably make sure only one thread is calling openGL at a time. Do this by either having one thread do all the openGL, or by using a semaphore.
0

Share this post


Link to post
Share on other sites
an MFC App usually has 2 threads.. yeah, just make sure all OGL is in 1 thread.. works great for my Leveleditor...
(but boy, whatch out for those linked lists when doing multi threading.. :o)

cya,
Phil


Visit Rarebyte!
and no!, there are NO kangaroos in Austria (I got this questions a few times over in the states
0

Share this post


Link to post
Share on other sites
The main reason i want to do a multi-threaded app is mainly for the learnin experience, but the plan is to have one main thread handling the window messages and another running the game!

This is based on the article under DirectX Graphics in the gamedev resources!!

The only problem i currently have is working out how to tell my game thread that the window has changed and that the render context needs to be reset!!
0

Share this post


Link to post
Share on other sites
I have some screen saver and mini demo things on my web site. I have always used a seperate rendering thread for all my stuff. All the source code is there for you to use.

You need a "critical section" with which to communicate between the threads.

transparent
0

Share this post


Link to post
Share on other sites
I tend to take multi-threading a bit far usually

One for rendering, one for the engine, one for AI, etc. etc.
0

Share this post


Link to post
Share on other sites
Hm.
What has the best way to do multi-threading, Ronin ?
I`ve thought about setting each main processing block into a thread(AI,rendering,physics, blah blah blah)
Whats your experience shown you ?
~V''lion

I came, I saw, I got programmers block.
~V''''lion
0

Share this post


Link to post
Share on other sites
Well in the real C++ world you would create what is called a listener patern.

Your window object would have some virtual method called onResize and every object that wanted to know that your window was resized would implement the on resize method. Of course this is to general of an explanation but that would be one of the ways. As for multi threading...

Use mutli threading in this way. One thread handles graphics, another thread handles input, another graphics, maybe another one for networking etc....

0

Share this post


Link to post
Share on other sites
I wouldn''t use multithreading in an client app.. at least not in an normale game... (an GUI App is something diffrent).... in a Server? Yes...

cya,
Phil


Visit Rarebyte!
and no!, there are NO kangaroos in Austria (I got this questions a few times over in the states )
0

Share this post


Link to post
Share on other sites