3 ms·
There are fairly standard real time scheduling techniques to give whatever time slice you want to each process. Usually you architect it to have a small hard re
by angry_octet 7y ago
There are fairly standard real time scheduling techniques to give whatever time slice you want to each process. Usually you architect it to have a small hard real time and another process for soft real time (e.g. paging data) and you use a priority queue for world updates (intersection tests, gun/missile flyout, updating other player positions). The update thread gets a minimum time quantum and then yields, round robin sharing.