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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