Introduction to Multiplatform C Game Engine From Scratch Day 55 Fixed Timestep
Let's dive into the details surrounding Multiplatform C Game Engine From Scratch Day 55 Fixed Timestep. We create a timer system that allows us to accurately (within microseconds) measure the time passed on the current frame. This is ...
Multiplatform C Game Engine From Scratch Day 55 Fixed Timestep Comprehensive Overview
The POSIX library works! But after a lot of yapping we get stuck because a compiler definition is missing from the Emscripten build ... Introducing my thread and queue system, as we try to find the correct path to use it safely. Sorry for the bad audio at the beginning, ... Shorter video today, so I get straight to the point. I add a new heap struct to push draw calls to an array with multiple threads, but ...
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 ...
Summary & Highlights for Multiplatform C Game Engine From Scratch Day 55 Fixed Timestep
- 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 ...
- 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 ...
- Learn
- OpenGL is being mean to me. https://timpz.tv FAQ: What are your tools? - VSCodium, RemedyBG, LLVM, Clangd, Emscripten ...
That wraps up our extensive overview of Multiplatform C Game Engine From Scratch Day 55 Fixed Timestep.