The first approach seems basic and very good, but I'm just wondering about asnc... You've got me wrong there, I don't want to block glib main loop and wait until it finishes rendering, I just wonder about this behavior: Suppose that user move forward when he press "w" in speed of 2(m)/(s) . Now the traditional way is to get input, move character, rendering, and so go on... But I want that the input won't be depended on FPS(when it's low, if it's high this problem is negligible), and it using dual buffering for thread safety. So it means that I want an input thread(GLib main loop) that update the character position(and other stuff), and other thread for rendering. The latter is my question: Rendering in other thread is safe, but is so the buffers switch? Should I take for this sync lock too?
Thanks, Tal > Date: Fri, 5 Aug 2011 11:59:15 +0200 > Subject: Re: [Vala] How to use Game loop style with Glib main loop(for > events)? > From: [email protected] > To: [email protected] > CC: [email protected] > > > Thank you. If I get you right, this will block events until I finish > > drawing, but that is the purpose. > > And is it possible to do it multi-threaded? In a way that input thread is > > different than drawing thread? > > Well, the glib mainloop always needs to be on the thread where glib is > initialized. > I don't see a reason why that can't be synchronized with a separate > rendering thread, but it seems likely that having to synchronize > threads for every loop iteration will be slower than just running both > loops on the main thread.
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