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PocketMatrix • View topic - Rendering and physics thread repartition
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Rendering and physics thread repartition


Rendering and physics thread repartition

Postby Marcus » Sep 1, 2006 @ 12:41am

Last edited by Marcus on Sep 1, 2006 @ 2:32pm, edited 1 time in total.
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Postby Kzinti » Sep 1, 2006 @ 12:53am

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Postby refractor » Sep 1, 2006 @ 6:55am

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.
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Postby Marcus » Sep 1, 2006 @ 11:58am

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Postby Kzinti » Sep 1, 2006 @ 4:33pm

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Postby Marcus » Sep 1, 2006 @ 11:00pm

Attachments
PHAL thread sample.zip
Multithreading sample with PHAL
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Postby Marcus » Sep 2, 2006 @ 11:32pm

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Postby jaguard » Sep 3, 2006 @ 3:24am

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Postby warmi » Sep 3, 2006 @ 5:58pm

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Postby Kak » Sep 3, 2006 @ 6:42pm

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 ;)
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Postby Kzinti » Sep 3, 2006 @ 7:47pm

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.
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Postby Marcus » Sep 4, 2006 @ 1:55pm

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Postby Kak » Sep 4, 2006 @ 8:48pm

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