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  • magicalclick
  • Level: 39 (70%) 
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  • Member since: May 20, 2002
  • Last online: 10/10/08 9:06 pm PT
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  • 23Feb 06

    Multi-threaded notes

    IMO, program multi-threaded games is not that hard, but the problem is where and how to divide the game into parts. It will gain no performance boost if we divid the game in a wrong way.

    The single threaded process is probably like this, Game State -> AI actions -> Physics -> Graphics and loop. If we cut them into pipeline stages, we probably gain nothing. We still have the same amount of delay in the game.

    It has to be reodered to something like this

    Game State -> AI actions thread and Physics thread -> Graphics. Each stage is dependen by the previouse stage result. By doing this, we only shorten the delay from 4 to 3 times of the longest stage. Multi-threaded utilization is only max at two in second stage.

    In order to truly tab the power of multi-threaded envirnment, we have to shorten the stage as well. This is where the hardest part, especially with physics.

    Where to optimize, IMO explotion is always a power monster, optimize that is first priority.

  • 20Feb 06

    FEAR? BF2? Can my comp run em?

    Hello,

    I am wondring how I can my computer run these video games that are good. I need to know if  it can run these video games that are very good in the way grapic.

  • 29Dec 04

    Role-Playing Games

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    • 軒轅劍肆
    • 軒轅劍外傳-蒼之濤
    • 仙劍奇俠傳DOS
    • 仙劍奇俠傳WIN95
    • 新仙劍奇俠傳
    • 仙劍奇俠傳二
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    • 仙劍奇俠傳三-外傳問情篇
    • 阿貓阿狗
    • 阿貓阿狗2
    • 霹靂奇俠傳
    • 魔幻騎士
    • Posted Dec 29, 2004 5:05 am GMT
    • Category:
    • 1 Comment

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