Multithreaded/core use means breaking this loop, and having what amounts to essentially separate programs handling bits and pieces of the loop. The loop is used because it creates a finite period of time the code has to run, and you know what performance to expect as a programmer. Once you move to multithreaded, and inherently multi-core code, you start complicating this process. Most game engines are written in the form of an action loop - process user input, process AI, process sound, process graphics, update graphics, rinse, repeat. Keep in mind that making games use multiple cores requires a shift and more complicated code than a monolithic game. Stuttering and lag may also be slow/fragmented hard drives too. Odd, X2 3800+ and an 8800GTS 640 here and I have no issues.
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