> At the moment, the only supported platform is Linux. Regardless of your feelings on the status quo, there is one thing you must do when building a game engine if you want it to succeed: support Windows .
Peredvizhnikov Engine: Lock-free game engine written in C++20
51–60 of 183 posts
Re: Peredvizhnikov Engine: Lock-free game engine written in C++20
#52I have an Actor framework which uses a vanilla std::deque for method pointers, and to add messages to the queue, the locking technique is a Benaphore (the original Futex, which uses an atomic and a locking primitive, with the twist that my locking primitive is a combo of spinlock/mutex based on retry count). Nothing special. Benchmarks show that very rarely does the message push function block, and the chance of an O…
how do you deal with msvc's `std::deque`? (or maybe you're not using literal std::dequeue)
Re: Peredvizhnikov Engine: Lock-free game engine written in C++20
#53Re: Peredvizhnikov Engine: Lock-free game engine written in C++20
#54> At the moment, the only supported platform is Linux. Regardless of your feelings on the status quo, there is one thing you must do when building a game engine if you want it to succeed: support Windows .
Re: Peredvizhnikov Engine: Lock-free game engine written in C++20
#55> At the moment, the only supported platform is Linux. Regardless of your feelings on the status quo, there is one thing you must do when building a game engine if you want it to succeed: support Windows .
I'd love to see the Steam Deck "console" change this status quo.
While that works amazingly well, I tend to prefer games with native Linux and SteamOS builds, even though they're rare.
Re: Peredvizhnikov Engine: Lock-free game engine written in C++20
#56> At the moment, the only supported platform is Linux. Regardless of your feelings on the status quo, there is one thing you must do when building a game engine if you want it to succeed: support Windows .
I'd love to see the Steam Deck "console" change this status quo.
Re: Peredvizhnikov Engine: Lock-free game engine written in C++20
#57Earlier quoted context omitted.
My benchmarks show that the price is acceptable Well, except to people who have a hard requirement that there never be this unpredictable, infrequent longer delay you mention.
It's probably fair to claim that zero* game developers have this hard requirement. At best they have a strong desire which might be partially backed up by benchmarks and squinting hard enough. *: ignoring deliberately esoteric cases, like Doom on a hard real-time system.
(This is not to say the OP has any such issues in its context.)
Re: Peredvizhnikov Engine: Lock-free game engine written in C++20
#58> At the moment, the only supported platform is Linux. Regardless of your feelings on the status quo, there is one thing you must do when building a game engine if you want it to succeed: support Windows .
Re: Peredvizhnikov Engine: Lock-free game engine written in C++20
#59Earlier quoted context omitted.
It's probably fair to claim that zero* game developers have this hard requirement. At best they have a strong desire which might be partially backed up by benchmarks and squinting hard enough. *: ignoring deliberately esoteric cases, like Doom on a hard real-time system.
It's a requirement for any game that needs a reliable frame rate. Unpredictable delays during frame rendering cause jank. (This is not to say the OP has any such issues in its context.)
Re: Peredvizhnikov Engine: Lock-free game engine written in C++20
#60Earlier quoted context omitted.
It's probably fair to claim that zero* game developers have this hard requirement. At best they have a strong desire which might be partially backed up by benchmarks and squinting hard enough. *: ignoring deliberately esoteric cases, like Doom on a hard real-time system.
It's a requirement for any game that needs a reliable frame rate. Unpredictable delays during frame rendering cause jank. (This is not to say the OP has any such issues in its context.)