Closed GoogleCodeExporter closed 9 years ago
Would be good if the simulation could go in a separate thread and rendering on
it's own thread. This would give performance independence and higher fps on 2
or more core cpu's. The simulation thread should just give output pos. & rot.
of car and wheels which would be read in game thread so the data stays thread
safe.
It is implemented but not working now, and far from being stable.
Original comment by Cry...@gmail.com
on 2 Apr 2011 at 7:09
So if I am right, It would be needed to handle pos / rot of car / wheels as
boost mutexes?
Original comment by scrawl...@gmail.com
on 2 Apr 2011 at 11:01
no this is to avoid them
Original comment by Cry...@gmail.com
on 2 Apr 2011 at 12:52
[deleted comment]
Hey guys no disrespect. But how can using "multithreading" in the age if dual
core ARM bits be a "medium issue" ?
Original comment by anotherr...@gmail.com
on 9 Apr 2011 at 5:09
You would be surprised how many games still are single threaded. Also, the game
works fine as it is, multithreading is a kind of an optimization and as such
not a critical issue.
Original comment by tapiovie...@gmail.com
on 9 Apr 2011 at 8:08
I already started this a while ago, it kind of worked, but there were strange
jumps / synchronization problems with the car..
Original comment by scrawl...@gmail.com
on 9 Apr 2011 at 9:01
[deleted comment]
[deleted comment]
[deleted comment]
[deleted comment]
Since newPoses (get new from vdrift sim) and updatePoses (apply to ogre nodes)
work right now its easier.
Its kind of working and not crashing but camera has problems.
Probably need to implement some interpolation (?extrapolation) because there is
absolutely no synchronization between those 2 threads now (simulation and
graphics)
(?or queueing or simulate camera smoothing better?).
Original comment by Cry...@gmail.com
on 21 Apr 2011 at 5:15
[deleted comment]
Original comment by Cry...@gmail.com
on 1 Nov 2011 at 10:51
One more idea is to get all camera code working without using any ogre nodes
and such. So cameras would be simulated with vdrift simulation and ogre would
just only read pos and rot and update camera.
Beside this, we need some synchronization (mutexes), or if the above works
maybe not.
I'm going to make a graph control for hud, could be usefull to see the delays,
fps and other stuff thats going on here.
Original comment by Cry...@gmail.com
on 9 Feb 2012 at 11:35
Original comment by Cry...@gmail.com
on 19 Mar 2012 at 9:02
Original comment by Cry...@gmail.com
on 19 Mar 2012 at 9:02
Kind of works.
The only problem now is some rare camera jump once in a while.
They happen more often in multiplayer.
Original comment by Cry...@gmail.com
on 31 Mar 2012 at 3:21
Fixed. Mostly works.
Only very rarely there is still some camera jump (once in a minute or less).
One problem left is starting on A4-Snake below road.
Original comment by Cry...@gmail.com
on 5 Apr 2012 at 5:18
Starting below road fixed. Road rebuild was on 1st render frame after loading.
Original comment by Cry...@gmail.com
on 5 Apr 2012 at 9:03
Original comment by Cry...@gmail.com
on 8 Apr 2012 at 7:49
Original issue reported on code.google.com by
scrawl...@gmail.com
on 24 Mar 2011 at 6:07