Understanding Multiplatform C Game Engine From Scratch Day 53 Multithreading
Let's dive into the details surrounding 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
Key Takeaways about Multiplatform C Game Engine From Scratch Day 53 Multithreading
- Buy my
- 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 ...
- Shorter video today, so I get straight to the point. I add a new heap struct to push draw calls to an array with
- 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 ...
- 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 ...
Detailed Analysis of Multiplatform C Game Engine From Scratch Day 53 Multithreading
Up until this point, the memory used for the We introduce semaphores to better schedule work for the threads without sleep(). I also answer some viewer questions about AI ... 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 ...
That wraps up our extensive overview of Multiplatform C Game Engine From Scratch Day 53 Multithreading.