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svetpet

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About svetpet

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  1. Hello, I want to optimize the used memory in my game so that it supports low end devices - for instance iPhone 4s. I know that some of the main things I should look into are memory leaks, big textures and some game specific things, which occupy a lot of memory. To detect all that I am using MTuner on Windows and Instruments (Allocations) on XCode. What are you generally looking for when optimizing memory? What instruments are you using? My target platform is iOS.
  2. Hello, i have some questions regarding the multithreaded development 1. Lets have 2 threads that are accessing a queue, which is protected by mutex. Is it necessary to use the same mutex or we can use one mutex for one thread and another mutex for the other thread? If both threads are trying to access the queue, which is protected by one mutex, what happens? Does one of the threads blocks until the mutex is unlocked or the resource is directly accessed by both threads (which I think leads to data race)? If one of the threads is block, while waiting for the mutex can't we use 2 different mutexes, which would lead to the same result (not very practical, though). 2. We have one thread that is protecting a queue by mutex What happens if we use second mutex to protect the queue, while the first mutex is already locked? Is this meaningful at all? Generally my questions is do we always have to use only one mutex to protect single resource or we can use other mutexes?
  3. Well the reason I want to implement it on separate thread is the performance. The UI is complex - it has windows, sliders, pop-ups, etc.
  4. Hello, I want to move the whole UI logic + rendering, which is based on flash, on a separate thread, while the game logic will be on the main thread. Have any of you met this problem and how did you solve it? Do think it is practical to make any part of the UI multithreaded, or it should be left in the main thread, since there might be a lot of synchronization in some screens between the UI thread and main thread?
  5. Hello, I am working on game, where we use circles as collision bodies. They are fine, but for some objects they are not very useful (for instance 2x6 meters object). Circles are nice, because as the objects are moving towards waypoint and colliding between each other, they slide by the colliding object and continue to the waypoint.   So I started using oriented rectangles as collision bodies, which is a lot more realistic than the circles, but now the objects can stuck behind each other and stay there forever, which is not desirable.   As far as I know I can solve this problem by: - implement dynamic pathfinding - this will be the best solution, but more challenging - if unit is stuck behind another, it can slide to left or right (which is kind of a hack in my opinion) - use capsules, instead of rectangles, but I am not sure if I will have the desired effect   Do you have any suggestions?
  6. svetpet

    Quick Opaque Pointer Example

    nice article
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