Reputation: 270
I can't seem to find a good answer to this:
I'm making a game, and I want the logic loop to be separate from the graphics loop. In other words I want the game to go through a loop every X milliseconds regardless of how many frames/second it is displaying.
Obviously they will both be sharing a lot of variables, so I can't have a thread/timer passing one variable back and forth... I'm basically just looking for a way to have a timer in the background that every X milliseconds sends out a flag to execute the logic loop, regardless of where the graphics loop is.
I'm open to any suggestions. It seems like the best option is to have 2 threads, but I'm not sure what the best way to communicate between them is, without constantly synchronizing large amounts of data.
Upvotes: 2
Views: 2431
Reputation: 1
Most toolkits have an event loop (built above some multiplexing syscall like poll(2) -or the obsolete select
-...), e.g. GTK has g_application_run (which is above:) gtk_main which is built above Glib main event loop (which in fact does a poll
or something similar). Likewise, Qt has QApplication and its exec methods.
Very often, you can register timers within the event loop. For GTK, use GTimers, g_timeout_add etc. For Qt learn about its timers.
Very often, you can also register some idle or background processing, which is one of your function which is started by the event loop after other events and timeouts have been processed. Your idle function is expected to run quickly (usually it does a small step of some computation in a few milliseconds, to keep the GUI responsive). For GTK, use g_idle_add etc. IIRC, in Qt you can use a timer with a 0 delay.
So you could code even a (conceptually) single threaded application, using timeouts and idle processing.
Of course, you could use multi-threading: generally the main thread is running the event loop, and other threads can do other things. You have synchronization issues. On POSIX systems, a nice synchronization trick could be to use a pipe(7) to self: you set up a pipe before running the event loop, and your computation threads may write a few bytes on it, while the main event loop is "listening" on it (with GTK, using g_source_add_poll or async IO or GUnixInputStream etc.., with Qt, using QSocketNotifier etc....). Then, in the input handler running in the main loop for that pipe, you could access traditional global data with mutexes etc...
Conceptually, read about continuations. It is a relevant notion.
Upvotes: 1
Reputation: 5145
You can very well do multithreading by having your "world view" exchanged every tick. So here is how it works:
The only locking you need is for the time when you publish or grab the pointer to the world. As an alternative you can do atomic exchange but then you have to make sure you use smart pointers that can do that.
Upvotes: 4
Reputation: 1929
Couldn't you just have a draw method for each object that needs to be drawn and make them globals. Then just run your rendering thread with a sleep delay in it. As long as your rendering thread doesn't write any information to the globals you should be fine. Look up sfml to see an example of it in action.
If you are running on a unix system you could use usleep()
however that is not available on windows so you might want to look here for alternatives.
Upvotes: 0
Reputation: 13
You could have a Draw and Update Method attached to all your game components. That way you can set it that while your game is running the update is called and the draw is ignored or any combination of the two. It also has the benefit of keeping logic and graphics completely separate.
Upvotes: 0