Skip to main content

Questions tagged [multithreading]

Multithreading allows multiple threads to exist within the context of a single process sharing same resources but are able to execute independently.

Filter by
Sorted by
Tagged with
1 vote
0 answers
126 views

My game loop looks roughly like this: ...
pan's user avatar
  • 111
0 votes
0 answers
85 views

I'm currently working on world management system for my multi-threaded game engine in C++. The problem I'm facing right now is synchronizing world data between main and render thread. The current ...
xarxarx's user avatar
0 votes
0 answers
161 views

I'm building a game from scratch using OpenTK, in C#. It is in its base form a mesh-based voxel engine. I have a decent startup on the chunk building algorithm, multiple blocks, block data, etc, but ...
Pale_Gray's user avatar
1 vote
0 answers
97 views

I've followed https://gafferongames.com/post/fix_your_timestep/ to do interpolated physics. I have a separate thread entirely from my graphics thread. I use vulkan which allows me to do asynchronous ...
Krupip's user avatar
  • 1,811
0 votes
1 answer
744 views

I've been trying to code a multiplayer client/server prototype game using SFML's networking. My server and client use TcpSelectors to wait for a certain amount of time for incoming packets without ...
xGolden's user avatar
1 vote
1 answer
566 views

What are the pros/cons of using either C++20 std:async or C++/WinRT's asynchronous thread and messaging support? What would the code look like when implementing multithreaded game-loops that ...
elika kohen's user avatar
1 vote
1 answer
288 views

How is a gameworld of super large size handled? I was always wondering how games handle large MMO worlds. Until now I thought that separation of areas was the key for games like World of Warcraft. In ...
plomba's user avatar
  • 13
0 votes
1 answer
2k views

I have a slow level generation algorithm that freezes the main thread when it runs. I found this post which is exactly the same problem, but predates the Jobs system. All the jobs examples I found are ...
arcadeperfect's user avatar
1 vote
1 answer
2k views

I have a following code , and i can not retrive encoded Output from Job. If I Use JOB : The result is not a valid png file. What I get is a 67,2 MB file which can not be opened with any image editor ...
Corvus Ultima's user avatar
0 votes
0 answers
250 views

I am working on a game engine, and currently I hesitate on this decision. I developed a library that allows Dualsense and Dualshock4 devices to be used in the engine. XBox Support is made possible via ...
broken-bytes's user avatar
1 vote
1 answer
432 views

I'm looking to do some possibly heavy calculation in my game. An agent in my game needs to evaluate up to 1000 objects while performing heavy calculations to select his next job. I want to either ...
caleidon's user avatar
  • 591
1 vote
0 answers
140 views

I have managed to multithread everything in my voxel engine besides two vkCmdCopyBuffer() calls that constantly update a single massive vertex and index buffer using an array of thousands of regions, ...
Tristan367's user avatar
1 vote
1 answer
713 views

I'm trying to create a turn based multiplayer online game where players can be grouped in a room/lobby and play (similar to Ludo but number of players can be more than 4). There can be multiple such ...
Kaushal28's user avatar
  • 111
-1 votes
1 answer
206 views

I create my own pet-project graphics engine for the learning and research purposes. Now I'm trying to create a more efficient scene transformations update technique. My current approach is the linear ...
FoxCanFly's user avatar
0 votes
1 answer
288 views

I'm working on a real time multiplayer browser-based game. The game is top down on variable size tile based maps. There is no central map where all players come together, the entire game plays out in ...
sushibrain's user avatar
0 votes
2 answers
603 views

I want to use a vps/dedicated server for game hosting. I expect hosting a lot of servers on that. For the connection, should I assign a unique port for every server or change IPs for every server. And ...
CoolingJam19341's user avatar
0 votes
2 answers
592 views

maybe you assume this question opinion based but its not. please read the whole question. the question has 2 aspects. are all features implemented? just better say, can i do everything or any ...
virtouso's user avatar
  • 2,680
1 vote
2 answers
1k views

I'm doing filtering on a depth image and I would like to convert that piece of code into job system of unity, because it's so slow. The image update is called each frame ...
Andre Ahmed's user avatar
11 votes
2 answers
16k views

Should I use Async & Await in Unity? Or should I keep using Coroutines? If I should use Async & Await, how can I do so in a manner comparable to Coroutines?
Evorlor's user avatar
  • 5,881
1 vote
0 answers
116 views

I am trying to load a bunch of mesh resources in the format of .obj files. Some of the files are very high in poly count so when loading using the below method It takes more than 10 seconds. I would ...
JJerome's user avatar
  • 11
2 votes
1 answer
3k views

I would like to start developing my own game. Basically, the game has a "world" that players can travel around and modify. Think of it as a much more realistic version of Minecraft or an open world ...
Java Developer's user avatar
0 votes
1 answer
388 views

I am trying to make a simple time rewind mechanic. It's working but it becomes slower as number of game objects increases. I decided to give Job System a shot. My idea is to interpolate between ...
videogamechef's user avatar
0 votes
1 answer
193 views

I'm making a management game in the vein of Anno or Stellaris, but I'm unsure how to manage all my data efficiently. Short example: the player controls multiple islands. Each island has factories on ...
J. Doe's user avatar
  • 11
0 votes
2 answers
1k views

So I have TCP connection for stuff like leveing, player info, etc..And I have UDP datagram for stuff like player position, rotation, etc..Should I create new thread for both TCP and UDP on both client ...
Vuk Uskokovic's user avatar
1 vote
1 answer
2k views

I'm building a fairly involved game using OpenGL and C++. I've been thinking about how to implement multithreading, and the two options are: 1) Each system (Graphics, Audio, Physics, et cetera) gets ...
Rish's user avatar
  • 181

1
2 3 4 5 6