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getoutofmycar

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About getoutofmycar

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  1. getoutofmycar

    I Know Nothing and I want to change that

    My plain advice to you is this, when I started programming there wasn't very much to go on other than some dusty forums and some thick language books. Nowadays you can just pop on google or youtube and learn just about anything. So I would recommend just going there and searching something like simple unity game tutorial etc and blindly following it, press this button here, type these commands there to get a feel for it for one. After that if you're comfortable, look for something more advanced along the same lines and repeat. Some stuff will come with intuition naturally and you will pick up on certain things and know what to search for for help etc. The rest you will have to sit and learn like getting a piece of paper and doing some vector math or learning what arrays are. So don't lock yourself away for weeks learning a language, jump in headfirst and see where it takes you, mix and match, the rest will come with persistence and time.
  2. Thank you, this is some great affirmation on my shaky logic. Your talk was what actually really inspired me to try my hand at this being the most approachable for a threading newbie. I think one of my misconceptions was about how I would be blocking the rendering thread when doing any allocation. Going to finish up my simple spec and tackle this over the weekend.
  3. Thanks. I've actually watched these and more, Naughty Dog's one and others as well, but they are all still high level overviews that eventually wind down to stuff about atomics, actors, how to scale and none really delve into the intrinsics that I ask about but will no doubt be useful once I can get this running properly. Stuff like bgfx seems like what I would want but is a bit too dense to pick apart with all the backend stuff and whatnot. Maybe my skull is extra thick, but none of my questions are answered in these. As I said before I do have a general idea of what to do, I'm more looking for actual implementation details mostly around how to handle resources, even pseudocode would be fine. I'm still reading the articles you linked above and will finish them tonight, hopefully I can glean anything from them to translate to code.
  4. Thanks for the welcome Mike! I agree they are open ended as you deduced. I have a very vague idea of what to do but new to the threading bits so wouldn't mind blindly following anyone's working approach until it sits with me and I can experiment. I will give those articles a read, I've also read the excellent high level ones over on the molecular blog but the inner workings are lost on me.
  5. I'm having some difficulty understanding how data would flow or get inserted into a multi-threaded opengl renderer where there is a thread pool and a render thread and an update thread (possibly main). My understanding is that the threadpool will continually execute jobs, assemble these and when done send them off to be rendered where I can further sort these and achieve some cheap form of statelessness. I don't want anything overly complicated or too fine grained, fibers, job stealing etc. My end goal is to simply have my renderer isolated in its own thread and only concerned with drawing and swapping buffers. My questions are: 1. At what point in this pipeline are resources created? Say I have a class CCommandList { void SetVertexBuffer(...); void SetIndexBuffer(...); void SetVertexShader(...); void SetPixelShader(...); } borrowed from an existing post here. I would need to generate a VAO at some point and call glGenBuffers etc especially if I start with an empty scene. If my context lives on another thread, how do I call these commands if the command list is only supposed to be a collection of state and what command to use. I don't think that the render thread should do this and somehow add a task to the queue or am I wrong? Or could I do some variation where I do the loading in a thread with shared context and from there generate a command that has the handle to the resources needed. 2. How do I know all my jobs are done. I'm working with C++, is this as simple as knowing how many objects there are in the scene, for every task that gets added increment a counter and when it matches aforementioned count I signal the renderer that the command list is ready? I was thinking a condition_variable or something would suffice to alert the renderthread that work is ready. 3. Does all work come from a singular queue that the thread pool constantly cycles over? With the notion of jobs, we are basically sending the same work repeatedly right? Do all jobs need to be added to a single persistent queue to be submitted over and over again? 4. Are resources destroyed with commands? Likewise with initializing and assuming #3 is correct, removing an item from the scene would mean removing it from the job queue, no? Would I need to send a onetime command to the renderer to cleanup?
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