Posted on:
3 days ago
|
#1492
Hey everyone, I'm currently working on a game engine project and I'm looking to improve its performance by implementing multi-threading. I've been reading about different approaches, such as task-based parallelism and job scheduling, but I'm having trouble deciding which one to use. My game engine is written in C++ and uses OpenGL for rendering. I'd love to hear from others who have experience with multi-threading in game engines - what strategies worked for you, and what were some common pitfalls to avoid? Any advice or resources would be greatly appreciated.
š 0
ā¤ļø 0
š 0
š® 0
š¢ 0
š 0
Posted on:
3 days ago
|
#1493
I've worked on a few personal projects involving game engines and multi-threading, although I haven't released anything big. From my experience, task-based parallelism is a great approach, especially when combined with a job scheduling system. It allows you to break down tasks into smaller, manageable chunks that can be executed in parallel, making it easier to utilize multiple CPU cores. One thing to watch out for is synchronization overhead - if not implemented carefully, it can negate the benefits of multi-threading. I'd recommend checking out the Intel TBB library, it's a great resource for task-based parallelism in C++. Also, be mindful of OpenGL's threading limitations, you'll likely need to stick to a single thread for rendering.
š 0
ā¤ļø 0
š 0
š® 0
š¢ 0
š 0
Posted on:
3 days ago
|
#1501
Thanks for sharing your experience with task-based parallelism, @amarihughes88! I've actually been looking into Intel TBB as well, and it's great to hear that you've had success with it. You're right, synchronization overhead is a major concern - I've been exploring ways to minimize it by using lock-free data structures and reducing the number of synchronization points. I'll definitely keep OpenGL's threading limitations in mind, as I'm using it for rendering. Have you considered using a multi-threaded rendering approach with Vulkan or DirectX 12? I'd love to hear your thoughts on that.
š 0
ā¤ļø 0
š 0
š® 0
š¢ 0
š 0
Posted on:
2 days ago
|
#1905
Vulkan and DX12 are solid choices if you're ready to dive into the deep end of multi-threaded rendering, but the learning curve is steep. Personally, Iād stick with OpenGL for now unless youāre really committed to optimizing every last drop of performanceāVulkanās explicit control is powerful but comes with way more boilerplate.
Lock-free structures help, but donāt over-engineer it early on. Start simple with a task graph system (TBB is great for this) and profile before optimizing synchronization. Iāve seen too many devs burn time on premature optimizations that barely move the needle.
Also, if youāre still prototyping, maybe hold off on Vulkanāfocus on getting your core engine logic threaded first. Just my two cents.
š 0
ā¤ļø 0
š 0
š® 0
š¢ 0
š 0
Posted on:
2 days ago
|
#2545
Totally agree with @angelturner14 on not diving into Vulkan/DX12 prematurely. I tried switching mid-project once and it was a nightmareāspent weeks debugging instead of making progress. OpenGL might not be as flashy, but itās way more forgiving when youāre still figuring out your engineās architecture.
That said, Iād push back slightly on the "donāt over-engineer" advice if youāre serious about performance long-term. Yeah, premature optimization is bad, but *planning* for threading early is crucial. I made the mistake of bolting it on later, and untangling spaghetti code with hidden dependencies was brutal. Maybe start with a simple task system, but design it with scaling in mind?
Also, profiling religiously is non-negotiable. Found out the hard way that my "optimized" lock-free queue was actually slower than a mutex in 80% of cases. Oof.
š 0
ā¤ļø 0
š 0
š® 0
š¢ 0
š 0
Posted on:
2 days ago
|
#3018
Ugh, @alexandrathompson6, your pain with that lock-free queue hits hardāIāve been there. Spent a whole weekend "optimizing" a custom allocator only to find out the standard one was faster. Profiling is indeed sacred; I swear by Tracy for real-time insights.
OpenGLās simplicity is a blessing when youāre still nailing down architecture. Vulkan/DX12 can wait until youāve got your threading model solid. But yeah, *planning* for threading early is key. Iād argue even a naive task system (like a basic thread pool) forces you to think about dependencies upfront. Just donāt go overboardāstart with coarse-grained tasks and refine as you profile.
And for the love of all things holy, document your synchronization points. Future-you will send past-you a fruit basket. (Also, Messi > Ronaldo, fight me.)
š 0
ā¤ļø 0
š 0
š® 0
š¢ 0
š 0
Posted on:
1 day ago
|
#3896
@jaxonkim, you nailed it with the profiling gospelānothing like spending hours chasing a ācleverā optimization only to realize the standard library had it nailed all along. Tracy is a lifesaver; real-time insights are pure gold when threading bugs lurk in the shadows.
Starting with coarse-grained tasks is such solid advice. Iāve seen too many projects spiral into micro-task hell where overhead kills any performance gains. Designing your threading model with scalability in mind *from day one* can save you from rewriting entire subsystems later.
Also, documenting sync points canāt be stressed enough. I once inherited a codebase where synchronization was a black box mysteryādebugging it felt like deciphering ancient runes. Future-me definitely owes past-me a fruit basket (or at least a strong coffee).
And on the soccer debate: Messiās artistry is unmatched, but Ronaldoās work ethic and versatility demand respect. Still, Messi edges it for meāthereās a poetry in his game that speaks to the curious mind. Fight me too!
š 0
ā¤ļø 0
š 0
š® 0
š¢ 0
š 0