Comments (8)
I think that would require the engine to be rewritten.
from upbge.
I think this should become a development target, after bullet 3 releases,
and thread Animation, physics ,potentially logic,
Animation is a severe bottle neck at the moment , so hardware armature
skinning is the fix there.
On Jan 14, 2016 6:22 PM, "Diego Lopes" [email protected] wrote:
I think that would require the engine to be rewritten.
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#19 (comment).
from upbge.
I don't think "rewriting" should really be a development target.
from upbge.
Actually, I hope to find some way to pay the UPBGE developers for their
efforts, I was hoping through wrectified, but I still have a long battle
before then, and even when it assures nothing,
A paetron page or a kickstart is a good idea, and with what you have been
doing, I think it would fly,
Then the money can be used to hire each of you with grants, the same way
the blender foundation does it,
On Jan 14, 2016 6:56 PM, "Diego Lopes" [email protected] wrote:
I don't think "rewriting" should really be a development target.
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#19 (comment).
from upbge.
I think the multi-core is an interesting discussion, and that all of the upbge devs should express their opinion, vision. As its said in the wiki page: "Add multi-core support for the whole GE - This would affect physics and realtime rendering. This would severely optimise the GE without any major rasterizer re-write." i think this is an interesting line(This would severely optimise the GE without any major rasterizer re-write), but the developer didnt add any docs.
So i found something interesting -> MSc Dissertation – Multi Core Game Engine, link here -> https://nunoleiria.wordpress.com/portfolio/msc-dissertation-multi-core-game-engine/
The page contains the doc, the pdf, the source code and a demo. It looks interesting, but the developers could really tell.
from upbge.
I don't really see where we can add multi core support without rewrite everything and add a thousand of bugs. Animation are already multithreaded, physics will be with the new bullet3 i guess, rasterizer part can't be because of opengl state shared and logic must be strictly not threaded. The only think i see (and i'm not very sure) is for the scenegraph part.
from upbge.
Any improvement is better than nothing.Could you check and see if the
scenegraph can support multicores?
On Sat, Jan 16, 2016 at 4:35 AM, panzergame [email protected]
wrote:
I don't really see where we can add multi core support without rewrite
everything and add a thousand of bugs. Animation are already multithreaded,
physics will be with the new bullet3 i guess, rasterizer part can't be
because of opengl state shared and logic must be strictly not threaded. The
only think i see (and i'm not very sure) is for the scenegraph part.—
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#19 (comment).
from upbge.
I close this issue for a more precise one or a pull request.
from upbge.
Related Issues (20)
- UPBGE version 0.36.1 crashed in start HOT 2
- 0.36.1 binary release contains incompatible addons HOT 2
- Game doesn't start standalone mode
- logic setup crashes upbge HOT 1
- Program crashed when i press p / error code: "EXCEPTION_ACCESS_VIOLATION" HOT 2
- Physics abruptly stop working randomly
- VERSION 0.4.0 importing and converting objects from other Blend files causes a crash IF you are in camera view. HOT 1
- No available Apple Silicon download HOT 9
- 0.3+: Mouselook bug HOT 1
- Flatpak/Snap releases? HOT 3
- 0.3+: blenderplayer leaks reported from 6 to 8 HOT 1
- 0.3+: Parent/children replication remapping issue
- Component scripts freezing and not updating HOT 2
- 4.1: `sensor.link(controller)` and `controller.link(actuator)` seem to cause an access violation HOT 3
- UPBGE 0.3 cant go back to Previous scene
- UPBGE crashes when moving UPBGE window while game plays
- Cannot change theme of Logic Bricks Editor HOT 1
- UPBGE crashes when python script has syntax error
- UPBGE 0.4.1: instances of Collections that use "LOD"cause crash.
- development idea : build ubpge around bforartists
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