5 ms·
@obviouslygreen that is why "all of the objects just referenced a read only version of the world state" doesn't make sense to me as a frame buffer analogy...
by blt 14y ago
@obviouslygreen that is why "all of the objects just referenced a read only version of the world state" doesn't make sense to me as a frame buffer analogy...
- xsmasher 14y agoIt sounds like he's talking about double-buffering "model" data - like an array of all actors and their positions. You can't have one thread reading the data while another writes to it, but you can have the reading thread work on an "old" copy of the data while the writing thread modifies the live data. Games often want physics/model threads run with a consistent timestep, but have the rendering thread run as fast as possible.