Re: [Algorithms] General purpose task parallel threading approach
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From: Oscar F. <os...@tr...> - 2009-04-04 13:25:58
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> > Do you have a concrete example which bothers you (maybe I could provide a > better explanation of how it'll work on a concrete case) ? > Well I don't have a concrete example. But the fact you are stalling at all, is the bit that concerns me. I appreciate using a double buffered approach leads to latency but it makes much more sense to me especially as far as scaling to many cores goes. Thanks to using a display list style system for DirectX I'm also doing rendering from multiple threads. Essentially each "task" decides what it wants to do ... sends its forces to the physics engine and then renders the previous frame's physics results. This, of course, allows it to respond to things like walking into a wall before straight away and make alternate "decisions". This way I'm avoiding stalls except at the end of a frame when I synchronise everything. I guess I could probably completely de-couple rendering from logic but I don't see the point of rendering at 300fps when you can only update the logic at 5fps. Anyway ... thats just my approach. I'm not saying you are wrong (My knowledge is limited enough without telling other people they are wrong ;)) but it seems to >me< that you are attacking the problem of multiple cores in totally the wrong way. |