Timeline for Multi Threading In Update Loop
Current License: CC BY-SA 3.0
11 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jan 25, 2012 at 12:24 | history | edited | Matt Jensen | CC BY-SA 3.0 |
added 171 characters in body
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| Jan 25, 2012 at 7:18 | answer | added | David C. Bishop | timeline score: 1 | |
| Jan 25, 2012 at 0:13 | history | edited | Matt Jensen | CC BY-SA 3.0 |
added 177 characters in body
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| Jan 25, 2012 at 0:04 | vote | accept | Matt Jensen | ||
| Jan 25, 2012 at 0:01 | comment | added | Matt Jensen | There is no shared data between Client and Server. The game is behaving as if they were running on separate executable. | |
| Jan 24, 2012 at 17:28 | history | tweeted | twitter.com/#!/StackGameDev/status/161862923189366784 | ||
| Jan 24, 2012 at 16:52 | answer | added | NtscCobalt | timeline score: 2 | |
| Jan 24, 2012 at 16:45 | answer | added | John McDonald | timeline score: 1 | |
| Jan 24, 2012 at 14:19 | comment | added | aaaaaaaaaaaa | Why are your threads called client and server? This does not look like a multi threading set up for a game to me. How are you sharing data between the treads, how do you keep then synchronised? How is the job delegation done? | |
| Jan 24, 2012 at 10:22 | comment | added | Valryon | The idea seems fine to me, just be very, very careful with shared variables as you have to do with multithread programs. And this might be very hard to debug. | |
| Jan 24, 2012 at 9:15 | history | asked | Matt Jensen | CC BY-SA 3.0 |