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Key_C0de said:
Your thread dispatching depending on granularity of work is interesting. Your multiple threads for physics integrations seems overkill to me, but you may be working on a big game, even aaa quality.

An example of when that happens (not directly physics related - could be used there too)…

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The problem that occures here is that the event loop is flooded with OS specific events that tells the Window that it's position has changed. If you are on Windows for example you will always stay in the

while(true)
{
    if(PeekMessage)
    {
        TranslateMessage;
        DispatchMessage;
    }…
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