Multithreading in games is much more difficult because you not only have to make sure, everything is synchronized, but also that everything finishes in time. It’s a bit like a RTOS in that regard. Using a known and fixed amount of threads can be a sane choice.
Not much of a game developer myself- but, yea, I understand the challenges of multithreading, especially around the main loop.
If you want to learn something interesting, check out a few videos on the PS2 architecture, and the challenges around optimizing games for it. Its, very interesting.
Multithreading in games is much more difficult because you not only have to make sure, everything is synchronized, but also that everything finishes in time. It’s a bit like a RTOS in that regard. Using a known and fixed amount of threads can be a sane choice.
Yup, glad someone else understands that one.
Not much of a game developer myself- but, yea, I understand the challenges of multithreading, especially around the main loop.
If you want to learn something interesting, check out a few videos on the PS2 architecture, and the challenges around optimizing games for it. Its, very interesting.
https://www.youtube.com/watch?v=IRv_xKS4q7o
Oh, and the PS3 wasn’t any better. (Worse in ways…)
https://www.youtube.com/watch?v=zW3XawAsaeU
Here is an alternative Piped link(s): https://piped.video/watch?v=IRv_xKS4q7o
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Not always true. Not for all games. And multiplayer games already have multithreading in some way.