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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Research Tips
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.
Topic Compass for Readers
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.
General Information Notes
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 ...
General Freshness Notes
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.
Main details to review
- 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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