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About godmodder

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  1. It observes the current position and caches images around that point in concentric circles. I have set a manual threshold so that it caches only e.g. 5 circles. Every time a significant change in position occurs, the cached area moves with it. Some items will already be in cache, others will have to be loaded or deleted. I see what you mean. The sleep() I put in the caching thread sort of reduces the max work the thread can do in a certain amount of time in a crude manner and it does indeed seem to help. I have also played with thread priorities a bit, but this does not seem to help. I've always thought the main thread would take priority and just push the caching thread to the background, but apparently that's not how it works. This puzzles me... Isn't this the whole point of priorities? Only the caching thread reads jpeg files from disk. This only takes a fraction of the time compared to the decoding of these though. I don't understand why the caching thread doesn't just yield when set to a lower priority. It is perfectly fine if it caches fewer images this way, but the rendering should never slow down for it. Surely there exists a mechanism for this no? EDIT: I'm starting to think that thread priority only applies to raw CPU time and that threads compete equally for memory accesses. This sounds counter-intuitive to me, however.
  2. Hi, In my image-based renderer, I want to implement a cache that prefetches images from a neighbourhood for rapid retrieval. I have a main render loop which has to run at 90FPS (VR), and another caching thread which is supposed to run in the background. However, when I change my position, new images are loaded by the cache thread and it often spikes cpu usage to the point where my render thread suffers. This happens even though my render loop is not synchronised with the caching thread. If an image is not in cache and it is supposed to be rendered, it just returns an empty one for the current frame. Nonetheless, I can still observe stuttering when this happens. When I move slowly it is fine however. When I put a sleep(100) inside my caching thread, the stuttering does not occur, but ofcourse the caching is also a lot slower. Any ideas why this happens and how I can solve this? My main theory now is that the caching thread performs a lot of memory accesses to load the images. As RAM only has one address line, other threads also suffer. But how can I ever get around this?
  3. godmodder

    ANL Expression Parsing

    Nice library name ;)
  4. godmodder

    Calling Functions With Pre-Set Arguments in Modern C++

    Not using STL for this in "modern C++" makes this example a bit contrived imo.
  5. godmodder

    How to Pitch Angry Birds, If It Were an Unknown Indie Game

    If you have a great game, pitching it should not pose a problem. If your game sucks on the other hand, now that's a pitching challenge.
  6. godmodder

    Reinforcement Learning for Games

  7. godmodder

    Why Kickstarters Fail and How to Avoid It

      Is it? Ah well, now that I think about it, this might actually be true today. With tools like Unity, artists can probably make a game on their own. Whereas programmers on the other hand cannot easily make quality art.   It used to be the other way around I think. In the 90's you could do little as an artist without a programmer to put all the magic on the screen. Have programmers put themselves into a difficult position then? There exist free art assets for programmers as well ofcourse, but engines and code seem much more reusable.
  8. godmodder

    Why Kickstarters Fail and How to Avoid It

    In my opinion, when you have a solid demo as implied in this article, then the team probably isn't too far off from a polished game. They might have to create more levels and content, but the general structure of the game is there and it's polished. If I were to have a team with good programmers, how would I ever be able to finance a decent artist for my game without some starting funds? Not many quality artists are willing to work for free, at least I have never come across any. Problem is, you run into a deadlock: no artist means no demo and no demo means no money for an artist.   What I'd like to see is some advice for teams which have most of the required expertise required to build the game, but need just that extra monetary boost to lift off.
  9. godmodder

    Smart Pointers Aren't Always So Smart

    And ofcourse there are the other types of smart pointers that are a bit more light-weight, like boost::scoped_ptr. I always check if I can't use one of those instead of resorting to raw pointers.
  10. godmodder

    The Future of Games: Can Games Impact your Life?

    I think it's easier to be influenced by games when you're still young. I learnt my English entirely by playing videogames, not by reading books or watching movies. It is my personal belief that games are just a new medium, sort of like an interactive movie. And as more and more people grow up with them, games will gain more and more respect.
  11. godmodder

    Continuous Integration. The good, the bad and the ugly.

    Interesting article with some valid points. I disagree on the point where you say that it gets tedious to maintain the test code though. Good tests should make only abstract interface calls that give back some results that are easy to check. If the underlying implementation changes, your test code shouldn't.
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