Media Summary: We introduce semaphores to better schedule work for the threads without sleep(). I also answer some viewer questions about AI ... 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 ...

Multiplatform C Game Engine From Scratch Day 60 Allocation Rewrite - Detailed Analysis & Overview

We introduce semaphores to better schedule work for the threads without sleep(). I also answer some viewer questions about AI ... 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 ... 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 ... Introducing my thread and queue system, as we try to find the correct path to use it safely. Sorry for the bad audio at the beginning, ... 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 ...

hello. because you people are asking so much: 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 ... We create a timer system that allows us to accurately (within microseconds) measure the time passed on the current frame. This is ...

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Multiplatform C game engine from scratch | Day 60 [Allocation Rewrite]
Multiplatform C game engine from scratch | Day 61 [Queue Bugfixing]
Multiplatform C game engine from scratch | Day 57 [Semaphores]
Multiplatform C game engine from scratch | Day 59 [Thread Debug]
Multiplatform C game engine from scratch | Day 62 [Queue Limiting]
Multiplatform C game engine from scratch | Day 63 [WASM Build]
Multiplatform C game engine from scratch | Day 53 [Multithreading]
Multiplatform C game engine from scratch | Day 58 [Threaded Arrays]
Multiplatform C game engine from scratch | Day 54 [Synchronization]
Rewriting my game engine in C
Multiplatform C game engine from scratch | Day 56 [Pooling Work]
Multiplatform C game engine from scratch | Day 55 [Fixed Timestep]
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Multiplatform C game engine from scratch | Day 60 [Allocation Rewrite]

Multiplatform C game engine from scratch | Day 60 [Allocation Rewrite]

I

Multiplatform C game engine from scratch | Day 61 [Queue Bugfixing]

Multiplatform C game engine from scratch | Day 61 [Queue Bugfixing]

After

Multiplatform C game engine from scratch | Day 57 [Semaphores]

Multiplatform C game engine from scratch | Day 57 [Semaphores]

We introduce semaphores to better schedule work for the threads without sleep(). I also answer some viewer questions about AI ...

Multiplatform C game engine from scratch | Day 59 [Thread Debug]

Multiplatform C game engine from scratch | Day 59 [Thread Debug]

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 ...

Multiplatform C game engine from scratch | Day 62 [Queue Limiting]

Multiplatform C game engine from scratch | Day 62 [Queue Limiting]

Currently the graphics thread finishes the entire job queue every time before drawing a frame. However this creates a huge ...

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Multiplatform C game engine from scratch | Day 63 [WASM Build]

Multiplatform C game engine from scratch | Day 63 [WASM Build]

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 ...

Multiplatform C game engine from scratch | Day 53 [Multithreading]

Multiplatform C game engine from scratch | Day 53 [Multithreading]

Introducing my thread and queue system, as we try to find the correct path to use it safely. Sorry for the bad audio at the beginning, ...

Multiplatform C game engine from scratch | Day 58 [Threaded Arrays]

Multiplatform C game engine from scratch | Day 58 [Threaded Arrays]

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 ...

Multiplatform C game engine from scratch | Day 54 [Synchronization]

Multiplatform C game engine from scratch | Day 54 [Synchronization]

I try using atomics to synchronize the

Rewriting my game engine in C

Rewriting my game engine in C

hello. because you people are asking so much: https://github.com/salmoncatt/Hydrogen-

Multiplatform C game engine from scratch | Day 56 [Pooling Work]

Multiplatform C game engine from scratch | Day 56 [Pooling Work]

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 ...

Multiplatform C game engine from scratch | Day 55 [Fixed Timestep]

Multiplatform C game engine from scratch | Day 55 [Fixed Timestep]

We create a timer system that allows us to accurately (within microseconds) measure the time passed on the current frame. This is ...

So you want to make a Game Engine!? (WATCH THIS before you start)

So you want to make a Game Engine!? (WATCH THIS before you start)

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