Understanding Multiplatform C Game Engine From Scratch Day 51 Tracy Profiling

Exploring Multiplatform C Game Engine From Scratch Day 51 Tracy Profiling reveals several interesting facts. We identify the issue using

Key Takeaways about Multiplatform C Game Engine From Scratch Day 51 Tracy Profiling

  • Currently the graphics thread finishes the entire job queue every time before drawing a frame. However this creates a huge ...
  • We introduce semaphores to better schedule work for the threads without sleep(). I also answer some viewer questions about AI ...
  • 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 ...
  • We try to debug the issues with the threads, but it honestly seems like we're just making it worse. I also include clang's address ...
  • The POSIX library works! But after a lot of yapping we get stuck because a compiler definition is missing from the Emscripten build ...

Detailed Analysis of Multiplatform C Game Engine From Scratch Day 51 Tracy Profiling

In this video I run another stress test on my custom C++ After rewriting and going over the allocation functions, I get back on finding the cause of the flickering bug. Once that's done, I work ... 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, ...

I manage the deletion of entities and components better, with a small hitch in OpenGL. Later I try to abstract two calls to function ...

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