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Rendering and physics thread repartition

PostPosted: Sep 1, 2006 @ 12:41am
by Marcus

PostPosted: Sep 1, 2006 @ 12:53am
by Kzinti

PostPosted: 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.

PostPosted: Sep 1, 2006 @ 11:58am
by Marcus

PostPosted: Sep 1, 2006 @ 4:33pm
by Kzinti

PostPosted: Sep 1, 2006 @ 11:00pm
by Marcus

PostPosted: Sep 2, 2006 @ 11:32pm
by Marcus

PostPosted: Sep 3, 2006 @ 3:24am
by jaguard

PostPosted: Sep 3, 2006 @ 5:58pm
by warmi

PostPosted: 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 ;)

PostPosted: 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.

PostPosted: Sep 4, 2006 @ 1:55pm
by Marcus

PostPosted: Sep 4, 2006 @ 8:48pm
by Kak