Context Notes: At the start, I tackle the crash from last stream and spend some time thinking about the best solution for the problem. We create a timer system that allows us to accurately (within microseconds) measure the time passed on the current frame.

Multiplatform C Game Engine From Scratch Day 62 Queue Limiting - Research Tips

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We start pooling jobs for the worker threads, but later encounter an issue with them causing lag due to fighting for the jobs. We create a timer system that allows us to accurately (within microseconds) measure the time passed on the current frame.

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After rewriting and going over the allocation functions, I get back on finding the cause of the flickering bug. After quick introductions, we try and fail to use google-fu for good POSIX documentation. We try to debug the issues with the threads, but it honestly seems like we're just making it worse.

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We try to debug the issues with the threads, but it honestly seems like we're just making it worse. I add a new heap struct to push draw calls to an array with multiple threads, but ...

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We introduce semaphores to better schedule work for the threads without sleep(). At the start, I tackle the crash from last stream and spend some time thinking about the best solution for the problem.

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  • After rewriting and going over the allocation functions, I get back on finding the cause of the flickering bug.
  • At the start, I tackle the crash from last stream and spend some time thinking about the best solution for the problem.
  • We try to debug the issues with the threads, but it honestly seems like we're just making it worse.
  • We create a timer system that allows us to accurately (within microseconds) measure the time passed on the current frame.

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Multiplatform C game engine from scratch | Day 62 [Queue Limiting]
Multiplatform C game engine from scratch | Day 61 [Queue Bugfixing]
Multiplatform C game engine from scratch | Day 64 [POSIX Threads]
Multiplatform C game engine from scratch | Day 57 [Semaphores]
Multiplatform C game engine from scratch | Day 53 [Multithreading]
Multiplatform C game engine from scratch | Day 63 [WASM Build]
Multiplatform C game engine from scratch | Day 58 [Threaded Arrays]
Multiplatform C game engine from scratch | Day 59 [Thread Debug]
Multiplatform C game engine from scratch | Day 56 [Pooling Work]
Multiplatform C game engine from scratch | Day 55 [Fixed Timestep]
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Multiplatform C game engine from scratch | Day 62 [Queue Limiting]

Multiplatform C game engine from scratch | Day 62 [Queue Limiting]

Read more details and related context about Multiplatform C game engine from scratch | Day 62 [Queue Limiting].

Multiplatform C game engine from scratch | Day 61 [Queue Bugfixing]

Multiplatform C game engine from scratch | Day 61 [Queue Bugfixing]

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 ...

Multiplatform C game engine from scratch | Day 64 [POSIX Threads]

Multiplatform C game engine from scratch | Day 64 [POSIX Threads]

After quick introductions, we try and fail to use google-fu for good POSIX documentation. Instead we are forced to read ...

Multiplatform C game engine from scratch | Day 57 [Semaphores]

Multiplatform C game engine from scratch | Day 57 [Semaphores]

We introduce semaphores to better schedule work for the threads without sleep(). I also answer some viewer questions about AI ...

Multiplatform C game engine from scratch | Day 53 [Multithreading]

Multiplatform C game engine from scratch | Day 53 [Multithreading]

Read more details and related context about Multiplatform C game engine from scratch | Day 53 [Multithreading].

Multiplatform C game engine from scratch | Day 63 [WASM Build]

Multiplatform C game engine from scratch | Day 63 [WASM Build]

At the start, I tackle the crash from last stream and spend some time thinking about the best solution for the problem. Once that's ...

Multiplatform C game engine from scratch | Day 58 [Threaded Arrays]

Multiplatform C game engine from scratch | Day 58 [Threaded Arrays]

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 ...

Multiplatform C game engine from scratch | Day 59 [Thread Debug]

Multiplatform C game engine from scratch | Day 59 [Thread Debug]

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 ...

Multiplatform C game engine from scratch | Day 56 [Pooling Work]

Multiplatform C game engine from scratch | Day 56 [Pooling Work]

We start pooling jobs for the worker threads, but later encounter an issue with them causing lag due to fighting for the jobs. 00:00 ...

Multiplatform C game engine from scratch | Day 55 [Fixed Timestep]

Multiplatform C game engine from scratch | Day 55 [Fixed Timestep]

We create a timer system that allows us to accurately (within microseconds) measure the time passed on the current frame. This is ...