Posts Tagged ‘game engines’

So this seems to be turning into a series of some sort… What happens if instead of using synchronization with reset events, we use one of the new concurrent collections? Lets find out. Implementation with Concurrent Queue So, while I was trying to implement the double buffer (previous post available here) I started thinking about […]

A game running at 60FPS needs to render every 16 milliseconds, meaning that all the logic for collision detection, animation, obstacle avoidance, physics, etc. must happen in that very short time. You also need to prepare for rendering and then send the instructions to the GPU. Multithreading seems like a most reasonable option if you […]