Media Summary: We create a timer system that allows us to accurately (within microseconds) measure the time passed on the current frame. This is ... We introduce semaphores to better schedule work for the threads without sleep(). I also answer some viewer questions about AI ... After rewriting and going over the allocation functions, I get back on finding the cause of the flickering bug. Once that's done, I work ...
Multiplatform C Game Engine From Scratch Day 55 Fixed Timestep - Detailed Analysis & Overview
We create a timer system that allows us to accurately (within microseconds) measure the time passed on the current frame. This is ... We introduce semaphores to better schedule work for the threads without sleep(). I also answer some viewer questions about AI ... After rewriting and going over the allocation functions, I get back on finding the cause of the flickering bug. Once that's done, I work ... At the start, I tackle the crash from last stream and spend some time thinking about the best solution for the problem. Once that's ... We start pooling jobs for the worker threads, but later encounter an issue with them causing lag due to fighting for the jobs. 00:00 ... Shorter video today, so I get straight to the point. I add a new heap struct to push draw calls to an array with multiple threads, but ...
I create a cloud of meteoroids around the player, then I attach the camera behind and start flying around. Later I get stuck due to a ... We try to debug the issues with the threads, but it honestly seems like we're just making it worse. I also include clang's address ... Currently the graphics thread finishes the entire job queue every time before drawing a frame. However this creates a huge ... I wrap up the text layout and start talking about how I learned to program. Later I write up a quick program to test the Collatz ... In order to access the physics in our framework, we are performing some simple raycasting in this video. I rewrite the entire memory allocation process, to undo some poor choices I made initially. With this simpler layout it will hopefully ...