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by mojuba
2167 days ago
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In low level audio you have something similar: there's a thread that pulls audio data all the time and it can't stop; at the same time you have potentially lots of things happening in other threads, including the UI one. You can always find ways of minimizing the synchronization overhead by e.g. having a single fast entry point to any changes that happened since the last cycle. With audio you basically end up passing immutable blocks of data with minimal synchronization. So should be possible to do in games, too. |
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Typically though the updating the game itself is a relatively small part of the frame time and can be reasonably tricky to get real gains through parallelisation.