Understanding Multiplatform C Game Engine From Scratch Day 51 Tracy Profiling

Exploring Multiplatform C Game Engine From Scratch Day 51 Tracy Profiling reveals several interesting facts. We identify the issue using

Key Takeaways about Multiplatform C Game Engine From Scratch Day 51 Tracy Profiling

  • Introducing my thread and queue system, as we try to find the correct path to use it safely. Sorry for the bad audio at the beginning, ...
  • After rewriting and going over the allocation functions, I get back on finding the cause of the flickering bug. Once that's done, I work ...
  • Shorter video today, so I get straight to the point. I add a new heap struct to push draw calls to an array with multiple threads, but ...
  • I create a cloud of meteoroids around the player, then I attach the camera behind and start flying around. Later I get stuck due to a ...
  • We try to debug the issues with the threads, but it honestly seems like we're just making it worse. I also include clang's address ...

Detailed Analysis of Multiplatform C Game Engine From Scratch Day 51 Tracy Profiling

In this video I run another stress test on my custom C++ We introduce semaphores to better schedule work for the threads without sleep(). I also answer some viewer questions about AI ... Currently the graphics thread finishes the entire job queue every time before drawing a frame. However this creates a huge ...

00:00 - Start 5:25 - Browser Error and Thread Context 57:28 - Viewer recommends the DWARF extension for debugging 1:06:02 ...

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