Tag Archives: multithreading
Today was quite productive, although there’s not much outside changes… Got the OpenGL multithreading error, and the cross-compiling support for ATI and nVidia GLSL working! I was quite surprised with the OpenGL multithreading, it worked at first try, and it’s actually a quite big piece of code! Anyway, also added the possibility of the player […]
So I worked today on the queuing of the planet generation, and a lot of problems came to light… First, I found out that this new video card I have throws a lot of errors that the previous one didn’t… Mostly they’re warnings, but it took me a while to figure out exactly what the […]
So I got an old video card (a ATI Radeon 5850) to replace the one that went kaput yesterday, and I’m up and running again… Today I started by fixing the stuff I broke on the Skydancer with the latest polish changes in the game… I actually forgot to take screenshots, but basically the windows […]
Think I finally squashed the last bugs caused by the multithreading system… After a lot of logging, it was fairly easy to fix, the difficulty was finding out exactly where things were going wrong… Also fixed a lot of small pending bugs (mostly waiting on things to go wrong with the multithreading), and added some […]
…I got some nasty bugs due to the multithreading… Not totally unexpected, but I thought I was in the clear… I added all the code to clear areas… To be well below the 1Gb RAM used, I store only a maximum of 5 areas in RAM, then I evict them… First I had some problems […]
And another day without a screenshot… Mostly work behind the scenes, but it’s going along nicely… Already can generate areas in the background and they work fine… It’s a lot of work, but most of it has been smooth sailing (which is a bit unexpected)… Need to deal with some crashes (to be expected) and […]
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 […]