Gamestudio Links
Zorro Links
Newest Posts
Why Zorro supports up to 72 cores?
by 11honza11. 04/26/24 08:55
M1 Oversampling
by 11honza11. 04/26/24 08:32
MT5 bridge not working on MT5 v. 5 build 4160
by EternallyCurious. 04/25/24 20:49
Data from CSV not parsed correctly
by EternallyCurious. 04/25/24 10:20
Trading Journey
by howardR. 04/24/24 20:04
Zorro FIX plugin - Experimental
by flink. 04/21/24 07:12
Scripts not found
by juergen_wue. 04/20/24 18:51
zorro 64bit command line support
by 7th_zorro. 04/20/24 10:06
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
4 registered members (AndrewAMD, VoroneTZ, Quad, 1 invisible), 826 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Mega_Rod, EternallyCurious, howardR, 11honza11, ccorrea
19048 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 3 of 4 1 2 3 4
Re: boost up you game... (use multithreading!) [Re: Joozey] #331672
07/05/10 17:09
07/05/10 17:09
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
G'day mercuryus. Sorry to resurrect an old thread, but your link no longer seems valid.

Is it possible for you to put the example up again?

Thanks,

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: boost up you game... (use multithreading!) [Re: JibbSmart] #331765
07/06/10 06:14
07/06/10 06:14

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



I cleared up my webserver (to free space).
Multithreading was downloaded too few in the last time - so I deleted it.

But I will put it on the server the next days again...

Re: boost up you game... (use multithreading!) [Re: ] #331770
07/06/10 07:35
07/06/10 07:35
Joined: Mar 2010
Posts: 14
Queensland, Australia
C
CoburnDomain Offline
Newbie
CoburnDomain  Offline
Newbie
C

Joined: Mar 2010
Posts: 14
Queensland, Australia
I think multithreading would be a good idea, but what about if one thread is busyier than the other, could glitches or "desync" issues occur?

Re: boost up you game... (use multithreading!) [Re: CoburnDomain] #331860
07/06/10 15:49
07/06/10 15:49
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
@mercuryus: Thanks.

@CoburnDomain: One thread will generally be busier than the other. If it's the main thread, the secondary thread will probably just spend some time waiting for the main thread to be ready, but on a multi-core CPU that's still much better than having it all in one thread. If other threads end up being really busy (busier than the main thread) you'll either have the main thread wait for them (which really removes much of the usefulness of threading), or have the other threads notify the main thread when they're ready.

For example, if for some reason you needed an extremely expensive path-finding algorithm (it's not always about reaching a single position) you'd put it in another thread to avoid a pause whenever a new path is calculated. Each unit that requests a new path will continue what they were doing (or just wait) without pausing the main thread until they are notified by the secondary thread as to when they can move.

Or at least, that's my understanding. You'll still need to be really careful as to how the secondary thread will notify the main thread.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: boost up you game... (use multithreading!) [Re: JibbSmart] #331898
07/06/10 17:10
07/06/10 17:10

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



download online again...

Re: boost up you game... (use multithreading!) [Re: ] #331929
07/06/10 19:09
07/06/10 19:09
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Many thanks!

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: boost up you game... (use multithreading!) [Re: JibbSmart] #342283
09/26/10 07:48
09/26/10 07:48

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M




Re: boost up you game... (use multithreading!) [Re: XD1v0] #342290
09/26/10 09:51
09/26/10 09:51
Joined: Jul 2009
Posts: 1,198
Berlin, Germany
L
Liamissimo Offline
Serious User
Liamissimo  Offline
Serious User
L

Joined: Jul 2009
Posts: 1,198
Berlin, Germany
Isnt working wink

Stupid Google Chrome, will test it laugh

Last edited by TheLiam; 09/26/10 09:52.

"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen."
-JCL, 2011
Re: boost up you game... (use multithreading!) [Re: Liamissimo] #342619
09/29/10 17:59
09/29/10 17:59
Joined: Feb 2006
Posts: 52
C
carlpa Offline
Junior Member
carlpa  Offline
Junior Member
C

Joined: Feb 2006
Posts: 52
Question?

I am correct in saying: The major benefit of multithreads is allowing a complex algorithm to run while also running the engine.

Would intermittent "wait(1)" commands in the algorithm perform a similar function?

Thanks


Researcher & clinician. A6, A7, & A8
First computer a Commodore Pet
Re: boost up you game... (use multithreading!) [Re: carlpa] #342631
09/29/10 18:33
09/29/10 18:33
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
Expert
WretchedSid  Offline
Expert

Joined: Apr 2007
Posts: 3,751
Canada
no, because the algorithm still eats the CPU time of the main thread


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Page 3 of 4 1 2 3 4

Moderated by  HeelX, Lukas, rayp, Rei_Ayanami, Superku, Tobias, TWO, VeT 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1