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 ...