Introduction to Multiplatform C Game Engine From Scratch Day 55 Fixed Timestep
Let's dive into the details surrounding Multiplatform C Game Engine From Scratch Day 55 Fixed Timestep. We create a timer system that allows us to accurately (within microseconds) measure the time passed on the current frame. This is ...
Multiplatform C Game Engine From Scratch Day 55 Fixed Timestep Comprehensive Overview
We start pooling jobs for the worker threads, but later encounter an issue with them causing lag due to fighting for the jobs. 00:00 ... We introduce semaphores to better schedule work for the threads without sleep(). I also answer some viewer questions about AI ... Introducing my thread and queue system, as we try to find the correct path to use it safely. Sorry for the bad audio at the beginning, ...
I separate the
Summary & Highlights for Multiplatform C Game Engine From Scratch Day 55 Fixed Timestep
- Shorter video today, so I get straight to the point. I add a new heap struct to push draw calls to an array with multiple threads, but ...
- After rewriting and going over the allocation functions, I get back on finding the cause of the flickering bug. Once that's done, I work ...
- 00:00 - Start 5:25 - Browser Error and Thread Context 57:28 - Viewer recommends the DWARF extension for debugging 1:06:02 ...
- I create a cloud of meteoroids around the player, then I attach the camera behind and start flying around. Later I get stuck due to a ...
- I wrap up the text layout and start talking about how I learned to program. Later I write up a quick program to test the Collatz ...
That wraps up our extensive overview of Multiplatform C Game Engine From Scratch Day 55 Fixed Timestep.