Timeline for Separate update and render
Current License: CC BY-SA 3.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| 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 |