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Forum Post

Reply in: Multithreading, scheduling in game engines with DAGs

NightCreature83 wrote: Yes this is viable Killzone did something like this in 2014 https://gdcvault.com/play/1020886/Killzone-Shadow-Fall-Threading-the you should keep in mind that they are making use of specific cabablities in the PS4 …

raynmetal ·
game-engine multithreading Scheduling framegraph synchronization
Forum Post

Reply in: Multithreading, scheduling in game engines with DAGs

Yes this is viable Killzone did something like this in 2014 https://gdcvault.com/play/1020886/Killzone-Shadow-Fall-Threading-the you should keep in mind that they are making use of specific cabablities in the PS4 at the …

NightCreature83 ·
game-engine multithreading Scheduling framegraph synchronization
Forum Post

Reply in: Multithreading, scheduling in game engines with DAGs

raynmetal wrote: My question is: is this viable? Common? Apart from the additional complexity and the stronger dependence on the engine-level scheduler, is there anything else I stand to lose …

frob ·
game-engine multithreading Scheduling framegraph synchronization
Forum Post

Reply in: Multithreading, scheduling in game engines with DAGs

You seam to have a specific intent with your multi threading and that itself should make it easy to point to the right solution, although I can´t quite understand how …

TooOld2rock-nRoll ·
game-engine multithreading Scheduling framegraph synchronization
Forum Post

Reply in: Multithreading, scheduling in game engines with DAGs

The other difficult side of multi-threading is cache coherency. Shared memory can be easily read by multiple threads at the same time, but when one thread is required to write, …

pennyloafers ·
game-engine multithreading Scheduling framegraph synchronization
Forum Post

Reply in: Multithreading, scheduling in game engines with DAGs

You know that DAGs are an abstraction to regular code, there are probably a few steps of to translate compile and dispatch a shader to the GPU. There is nothing …

pennyloafers ·
game-engine multithreading Scheduling framegraph synchronization
News

Defold release 1.14.0

Defold 1.14.0 adds cubemap render targets, a redesigned Material Editor, and Metal as the default backend on macOS. Defold says the release also prepares projects for iPhone Duo and opens …

Defold ·
defold graphics tools xbox mobile +1
Forum Topic

Multithreading, scheduling in game engines with DAGs

edit: DAG stands for Directed Acyclic Graph edit: tldr; can you use framegraphs to organize ALL the updates in one iteration of a game loop? As of now, the engine …

raynmetal ·
game-engine multithreading Scheduling framegraph synchronization
News

MonoGame v3.8.6 Released

MonoGame v3.8.6 lands as a broad maintenance release with new platform work, including Nintendo Switch 2 support, a native OpenGL backend, and several DX12/Vulkan fixes. It also tightens up content …

MonoGame/MonoGame ·
monogame opensource release-notes game-engine vulkan +1
Blog

The architecture of Game of Ur (2023-2026)

I adapted a version of the Royal Game of Ur using my custom 3D C++ & OpenGL game engine, ToyMaker.I developed this over the course of 3-4 years, between 2023 …

raynmetal ·
game-engine toymaker game-of-ur OpenGL SDL +7
News

Stride samples/4.4.3 Released

Stride (GitHub Releases) has published samples/4.4.3 for Stride engine 4.4.0, but it brings no sample-side changes over 4.4.2. For teams tracking the sample projects as reference code, this is effectively …

stride3d/stride ·
stride release-notes samples maintenance game-engine
News

Can AI Make a Game Engine?

The Cherno asks whether AI can build a game engine, framing the experiment around Hazel and a prompt doc that guides the work. For engine programmers, the practical question is …

The Cherno ·
ai game-engine tools programming hazel
News

FNA 26.10 Released

FNA 26.10 is out, bringing updated FNA3D and FAudio builds plus support for the Xbox 360 “Big Button” controller. The release also tightens up Graphics and audio edge cases, fixes …

FNA-XNA/FNA ·
release-notes game-engine audio input compatibility +1
News

Using AI to Finish Multiplayer for My Game Engine

The Cherno shows how AI helped push multiplayer work forward in his Hazel engine, turning a long-running systems task into something more tractable. For engine and gameplay programmers, the practical …

The Cherno ·
ai multiplayer game-engine programming hazel +1

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