Spellcaster Studios

Make it happen…

Multithreading

Today I started tackling one of the big optimizations: multithreaded area generation and management…

Multithreaded code is always hard, since it demands a lot of care on how to build stuff, and since graphic APIs don’t like working multithreaded (at least D3D9 doesn’t), I need to work around that limitation as well…

So started with making classes for threads and mutexes, and by changing the base generation code to use “requests” on graphical resources, instead of just creating them as needed…

I’ve actually implemented this at the vertex and index buffers, so that can be reused for other stuff in the future…

Next is to get the actual generation working in multi-threaded, but the system won’t work now, so no screenshot today! Smile

Now listening to “The Diary” by “The Gentle Storm”

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