Page 1 of 1
Rendering and physics thread repartition
Posted:
Sep 1, 2006 @ 12:41am
by Marcus
Posted:
Sep 1, 2006 @ 12:53am
by Kzinti
Posted:
Sep 1, 2006 @ 6:55am
by refractor
For some (relatively esoteric) handheld systems (notably the GP2X) it is worth partitioning the game code into two because they do have multiple CPUs. It's also worth considering if you're targeting the game at current/future PCs.
However, I agree with kzinti and would target a single-cored machine with a traditional single-threaded one. There's no point messing about with the extra thread synchronisation overhead if you're not gaining anything anyway.
Posted:
Sep 1, 2006 @ 11:58am
by Marcus
Posted:
Sep 1, 2006 @ 4:33pm
by Kzinti
Posted:
Sep 1, 2006 @ 11:00pm
by Marcus
Posted:
Sep 2, 2006 @ 11:32pm
by Marcus
Posted:
Sep 3, 2006 @ 3:24am
by jaguard
Posted:
Sep 3, 2006 @ 5:58pm
by warmi
Posted:
Sep 3, 2006 @ 6:42pm
by Kak
in a single loop, you can just render once and run the physics thread as many times as you need, depending on the time spent so far.
I suppose somebody'd have said it in those long messages though ;)
Posted:
Sep 3, 2006 @ 7:47pm
by Kzinti
What Kak said... You don't want to run your physics with a variable timestep. Just run the physics at the rate you need (say 30/sec) with a fixed time step.
Posted:
Sep 4, 2006 @ 1:55pm
by Marcus
Posted:
Sep 4, 2006 @ 8:48pm
by Kak