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Visit : <a href="https://www.officecomsetup-pc.com/" rel="nofollow">office.com/setup</a> for more details.<br />nikita sharmahttps://www.blogger.com/profile/11850288308026343024noreply@blogger.comtag:blogger.com,1999:blog-1994130783874175266.post-79670328448012374732015-08-05T15:03:04.494+02:002015-08-05T15:03:04.494+02:00Thanks for the reply, I'm happy I found some b...Thanks for the reply, I'm happy I found some blog with interesting content and a lot of thinking to make the algorithms run fast, this is what I love in programming (Sad that here the majority of enterprises want a more agile approuch to solution delivery - do the work in half a hour and if it's not crashing you're good to go)<br /><br />You're right, there'll be a lot of latency if the update is not in control of the engine and the complexity is a trade for efficiency (until the game crashes for some unknown reason xD)<br />I don't have so much experience with very big and complex games, so this event driven ideia come to mind based in a simple game maker that I saw a long long time ago: Click&Play<br />You have a matrix with intersections of objects that you can script triggers for them when they overlap, when there's some timeout, etc.<br />Again, this is not hard to paralellize, but maybe only works for simple games =)Anonymoushttps://www.blogger.com/profile/03767095535299402367noreply@blogger.comtag:blogger.com,1999:blog-1994130783874175266.post-53328862723456789332015-08-05T07:17:53.715+02:002015-08-05T07:17:53.715+02:00As long as the update is completely internal and u...As long as the update is completely internal and uses the event system to communicate with other systems this would work (for a language with multi-threaded support).<br /><br />But this approach has two problems: latency and complexity.<br /><br />Latency occurs when an action depends on a chain of events. For example, an AI may want to cast a ray, depending on what that hits cast another ray. Depending on that ask a friend for their health, and depending on that decide what to do. If there are 10 steps in that decision chain then it will take 20 frames until the AI can make its decision.<br /><br />Complexity occurs because you now have multiple "execution threads" in various states of execution "in flight" at any one point. It can be really hard to get an overview of what is actually going on. Also, the target of events may disappear (get killed) so every system will need to be able to handle aborted events.Niklashttps://www.blogger.com/profile/10055379994557504977noreply@blogger.comtag:blogger.com,1999:blog-1994130783874175266.post-57110554662382360162015-08-05T04:30:23.956+02:002015-08-05T04:30:23.956+02:00Maybe a dumb question, but what if the update of t...Maybe a dumb question, but what if the update of the game is based in some event driven approuch? For exemple, in the game update tick, the objects are all updated in parallel (they consume events generated for them) and the output events generated this tick is used as input for the next frame(This can include the engine services as receiver of events too)?Anonymoushttps://www.blogger.com/profile/03767095535299402367noreply@blogger.comtag:blogger.com,1999:blog-1994130783874175266.post-34031214929431030082015-04-06T20:14:54.261+02:002015-04-06T20:14:54.261+02:00The double buffering might be a better idea to hid...The double buffering might be a better idea to hide the nasty locking away from the game programmers. Sure, it requires some work and sacrifice some RAM, but depending on what game state you are mirroring, it shouldn't be such a big deal.<br />From there, the only part that needs to be thread safe is the called subsystem (eg. physics.raycast or whatever, in which case I would enqueue the raycast request and provide the results to some callback routine or next update frame, and not immediately/synced).<br />So, I would rather choose data cloning (if memory is not such a sensitive issue) instead of manually and tediously locking/unlocking parts of the game code systems, especially at a higher level such as Lua logic script.<br />Locking is also more prone to user errors, unless is reentrant or something.<br />In my humble personal experience with threading, I've come to the conclusion that double data buffering is the safest, most elegant (yet chubby) way of processing data in parallel, and every time I am designing a system to use many threads for data processing, double buffering is quite enjoyable to implement, and worry free :), with the price of more memory used, but at least on newer platforms and the data structures mirrored, this is not an issue.<br />Stay away from locking as much as possible, especially when the frequency is quite high in your example, what will happen when you run that over 10000+ game entities ?nekituhttps://www.blogger.com/profile/00239170797514023438noreply@blogger.comtag:blogger.com,1999:blog-1994130783874175266.post-13189909602577325042015-03-21T00:15:21.258+01:002015-03-21T00:15:21.258+01:00Sorry! made a few typos so removed the comment :-/...Sorry! made a few typos so removed the comment :-/<br /><br />Did you ever watch this (old) talk by Rich Hickey about living in a threaded world? http://www.infoq.com/presentations/Are-We-There-Yet-Rich-Hickey <br /><br />Pretty salient to this discussion I think, I've toyed with the idea of implementing the sort of system he talks about in this presentation just for fun but I keep not getting around to it..<br /><br />Another thing I've toyed with - which I know some people do already - is to avoid the mutability issue by double buffering some or all of the game state (e.g. post a read-only snapshot of the physics state each frame and use that for gameplay).<br />darbotronhttps://www.blogger.com/profile/14561292302461690878noreply@blogger.comtag:blogger.com,1999:blog-1994130783874175266.post-8221479918846793262015-03-21T00:13:43.766+01:002015-03-21T00:13:43.766+01:00This comment has been removed by the author.darbotronhttps://www.blogger.com/profile/14561292302461690878noreply@blogger.comtag:blogger.com,1999:blog-1994130783874175266.post-69949218357446077922015-03-11T09:22:13.394+01:002015-03-11T09:22:13.394+01:00In this case just for this entity. The returned Un...In this case just for this entity. The returned Unit table is locked to operate on just that unit.<br /><br />You could allow locking of an entire API as well, but for Units I think it make sense to lock on the entity level.Niklashttps://www.blogger.com/profile/10055379994557504977noreply@blogger.comtag:blogger.com,1999:blog-1994130783874175266.post-22105233801714090122015-03-10T20:01:23.198+01:002015-03-10T20:01:23.198+01:00I'm a bit confused about how the lock_api call...I'm a bit confused about how the lock_api call works. Is it locking the entire Unit API, or just Unit API calls on that player entity?Anonymoushttps://www.blogger.com/profile/13868206055589724341noreply@blogger.com