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Timeline for Separate update and render

Current License: CC BY-SA 3.0

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Nov 23, 2012 at 19:23 vote accept IluTov
Nov 23, 2012 at 17:24 comment added ccxvii A thread safe Collection isn't going to make a thread safe program. Even with a synchronized collection, you will still be rendering the world in an inconsistent state. Either guard the entire update operation with a mutex, or better yet, don't use multi-threading without proper motivation. If your rendering takes so long as to lock up your UI, you have a bigger problem :) If your game updates take too long, consider splitting the work into smaller pieces and spread them out over several frames.
Nov 23, 2012 at 14:38 answer added Eric B timeline score: 4
Nov 23, 2012 at 14:25 comment added Asakeron Have you tried making your Collection thread safe? One way to achieve this is using the synchronizedCollection method.
Nov 23, 2012 at 12:46 comment added IluTov @Liosan 1. So the game loop doesn't block the ui thread. 2. For practise.
Nov 23, 2012 at 12:45 comment added Liosan Why do you use threads?
Nov 23, 2012 at 12:44 review First posts
Nov 23, 2012 at 13:22
Nov 23, 2012 at 12:24 history asked IluTov CC BY-SA 3.0