RE: [Algorithms] multi threaded rendering/game processing
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From: Tomas A. @ A. <ta...@au...> - 2006-02-24 12:19:19
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>>>>Of course, I know a bloke to whom every problem in the world is a compression problem. And there's that very smart chap who reckons = everything is a Cellular Automata. And everything is Turing-compatible and running = on von Neuman machines :-) >>>>TomF. Yea... I am sure God has a big ass look up table thought. ;-) Let me try to move it a step closer / state the obvious. Similar to physics there are islands of dependencies in data. There are groups of objects that could go throw the hold system without ever caring what happens to other groups. Identify those groups will have to be part of the solution. Besides identifying groups we will have to find techniques to minimize the data dependencies. Such if data read vs write was separated. You will need to have a Game_Data_at_time_t ("last frame data" Read only) and Game_Data_at_time_t+1 ("data been computed this frame" Write Only). Again trading off memory for performance. This will also break our beautiful Object Oriented designs. Where are you data? :-) So the key is how to identify and schedule objects that have dependencies. Such a bullet object may kill another object. (Logic dependency) It may change its state or even delete it. Other dependencies may come from other stages such the rendering. Moving lights need to be computed before other objects. Different stages in the pipe line will impose dependencies and priorities. That will change the order of execution. While I could claim that the problem could be solved. I am not sure about the repercussions of its existence, such debugging that system. Its complexity may be untimely its killer. But again since not one has seem it not one knows. Rambling... Tomas |