Saturday, October 26, 2013

Multithreaded rendering (Part 3)

After "little" break lets return to topic. Last time we ended on system that was already split on two threads. This week we will focus how to change it so it work the way we wanted:

So let's start from analyzing a little more situation on which we ended  in last part :
This model look already pretty good and would be enough in some situation. We can use it in this way :

Place marked as "Sync" mean time in which "Gather Data" wait till rendering finish using rApi render list (buffer contain all information's need to render frame). As we see game can update in meantime of rendering. So everything should work faster than in one thread.

Wednesday, October 9, 2013

Tough times ...

Really tough times came to project. To be precisely it's developed on really powerful netbook acer Aspire One 522. Right now I don't have access to my normal computer and this is only hardware that I have. But don't worry project didn't stop but only going a little slower. To show how much: on my PC project fully recompile in around 3 minutes on netbook the same thing take more than 20 minutes. The same problem is with loading of game which time also extended few times.

So it's not easy but I use this time to speed up everything so I could normal work. It's going really nicely:

  • Right now loading time decreased.
  • In the same time performance increased.
  • Everything mixed with stability changes which are done every time when there is occasion.
Only problem right now is that game is in a little stagnation but I believe that in few nearest weeks this state should change. 

I think that in next post I will return to multithreaded rendering topic. Right now system in engine is really stable and only things that left to do are some polishing of code. So I can finish this article as somebody who wrote fully working system.

So till next post.