this post was submitted on 29 Jun 2023
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Gaming
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Would you mind explaining to me why you would include "anything to do with rendering" in that list? I haven't tried myself at multithreading yet, but rendering was easy enough (in my limited experience) to completely decouple from the actual game state or game logic.
I'm simply curious, because I'm toying with the idea to utilize multithreading in my next project.
By "rendering" I mean when you interact with OpenGL, the GPU, etc - at least in my engine (lwjgl/libgdx), it's expected to be on the main thread. From what I understand too when you get into GPU land everything is already kinda-asynchronous on the driver side - it's only when you call
flush()
that it actually blocks your thread - which makes it difficult to profile some things.But I am still a newb at all of this! I'd love to hear your experiences!!