[SDL] Re: Threading Problem
Glenn Maynard
g_sdl at zewt.org
Sat Apr 12 09:22:01 PDT 2003
On Wed, Apr 09, 2003 at 12:07:48AM -0700, Scott Lahteine wrote:
> Along the lines of doing my own scheduling, well, there is
> quite a bit of that already in my game engine (which is in-
> tended to be as multi-purpose as possible.) Each individual
> sprite maintains its own counter so that it can update as
> often or as seldom as necessary. It's as granular as it can
> be, so that - theoretically - a sprite can update as often
> as once per millisecond tick. If a game doesn't need that
> fine a grain then letting the thread sleep for 5 or 10ms
> after each iteration would be alright.
5ms? In NT, you might get that precision (actually, I found that Sleep()
will give me 2ms delays happily in NT), but on most systems, you'll never
get sub-10ms delays due to scheduling granularity.
> The main reason I originally settled on a threaded model
> was so that I could take advantage of the extra time between
> a call to SDL_SwapBuffers() and the next VSYNC. Since we
Be careful; you might not actually get any time during the buffer swap,
depending on how the drivers are implemented--they might be busy looping
waiting for vsync. I don't know enough about drivers on any arch to
comment further (and it's likely different on different archs).
Also, some advice: Threads suck. It's extremely difficult to write robust
threaded programs; an order of magnitude more so than single-threaded
programs. I avoid threads unless they're essential (eg. sound code). Even
in this case, where your two threads are running synchronously--no actual
parallelism except during the buffer swap--you're having problems, and it
only gets worse when a program hits varied systems.
> don't know what the refresh rate of the screen might be
> (via SDL) there could be up to 59.99 60ths of a second lost
> between the call and the actual buffer swap. In other words
> the frame rate will drop from 60fps to 30fps once the game
> logic takes just a smidgen longer than 1/60th of a second.
Forget fragment shaders: OpenGL 2.0 had better give me triple-buffering. I'm
tired of people complaining that our program is running very slowly due to a
recent d3d->ogl conversion, just because we've gone from triple- to double-
buffering.
> I'll continue to tweak and see where it leads. I dig the
> "hands-off" nature of threads, so I hope I get to keep
> them. Even with the added overhead my game engine handles
> hundreds of colliding objects easily.
Threads look neat, but actually using them is hell. :) (But, by all
means keep playing with them; I'm just registering my experience.)
--
Glenn Maynard
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