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khoadd

how many threads for game loop

5 posts in this topic

Hi all,

 

I saw java game used 2 threads. One thread for game loop (update, render) and one for handling input (keyboard, mouse). Game loop thread was manually created by programmer. The other cames from "Event Dispatcher Thread" of .JFrame.

 

On the other hand, I saw C++ game had just one thread (Example SDL or DirectX game progamming tutorials ). It is like this:

 

...

...

while(running)

{

// handle input or handle messages / events

// update

// render

}

...

...

 

So, my question is "which one should I use?".

 

Thanks!

 

P/S: please explain why

Edited by KhoaVN
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Depends on your needs.
What are you planning to make, how demanding?

If you can manage fine with 1 thread, performance wise on your target audience, then that's fine (and might save quite some headaches/ complexity)
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The correct answer for the For Beginners forum is - you should use one thread.

 

In one of the other forums, the answer might be different depending on what you want to accomplish and how you want to go about it.

 

There is no correct number of threads.

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In my opinion, most inputs do not need to have allocated threading, but since it came with Jframe threading then no problem.

 

The impression I got is that in general threading is best served toward constant or relatively consistent demand for processing.  Sporadic demand may be most efficient if left to system operations to determine where the processing should go according to changing system and game demands.  There are times when allocating a thread could cause a conflict in memory cache when data has to be dumped from the memory location which normally is assigned to a thread so the system looks for the next available memory slot or waits for garbage collection, though this typically only happens under high data volume periods of gameplay.  Such allocation of threads and corresponding memory issues may cause stuttering even when frames per second is at a high rate.

 

 

 

Another way of thinking is that the more frequently a function is in demand then generally the more likely the need for thread allocation for that data.

 

...just my view on the threading.

 

 

Clinton

Edited by 3Ddreamer
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