revelator / the-darkmod-experimental Goto Github PK
View Code? Open in Web Editor NEWFork for darkmod devs to toy with new ideas.
License: GNU Lesser General Public License v3.0
Fork for darkmod devs to toy with new ideas.
License: GNU Lesser General Public License v3.0
Hey rev.
I was gonna bring this up sooner but I wasn't sure how you intended to work on this. I think we need to revise the workflow before it gets out of hand.
Would you mind terribly cloning this Repo:
https://github.com/svn2github/TheDarkMod_SVN_Unofficial
to your profile then re-applying your fixes.
This way you can do pull requested from our most recent SVN changes when indexed and well be able
to more easily see where things diverge.
No obligation to do this, I just think it might work better.
Feel free to disregard.
Since the forums are down, I thought I would leave this here for posterity:
From the other thread:
While I'm speculating wildly, has anyone ever split the renderer front end and back end across two processors, like it was originally designed to be done? Has the problem of 2 processes writing to the same gl context been solved by new tech? Or if not, perhaps by using gpu skinning so there's vastly less for the front end to write to the gpu, and so moving what's left to the back end?
Here's John Carmack's solution:
John Carmack - This was explicitly to support dual processor systems. It worked well on my dev system, but it never seemed stable enough in broad use,
so we backed off from it. Interestingly, we only just found out last year why it was problematic (the same thing applied to Rage’s r_useSMP option,
which we had to disable on the PC) – on windows, OpenGL can only safely draw to a window that was created by the same thread. We created the window on the launch thread,
but then did all the rendering on a separate render thread. It would be nice if doing this just failed with a clear error,
but instead it works on some systems and randomly fails on others for no apparent reason.
The Doom 4 codebase now jumps through hoops to create the game window from the render thread and pump messages on it,
but the better solution, which I have implemented in another project under development, is to leave the rendering on the launch thread,
and run the game logic in the spawned thread.
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