![]() I have also started work on restructuring the sim tick a bit to allow the navigation and physics updates to happen alongside other updates. However, when you throw threading into the mix it gets ugly. Under normal operation this isn’t a huge issue, as this is a single call that immediately returns and it was just being done thousands of times more than it needed to be. It turns out that there is no guarantee that the vector of pairs that we get back does not contain duplicates. The physics system utilizes an HGrid (described as a loose octree) to find potential entity overlaps using a function called buildPairs. Planetary annihilation titan tips and guide update#There were the usual small issues to fix, but threading the physics update revealed a larger issue. I figured, since we should only be looking at two unique physics objects at the same time, it should be possible to thread this. Early this week I was focused on the physics update. I’ll be continuing right where I left off! This time I am digging further into the sim to see where I can split large groups of tasks over threads to speed things up. So, now that I am back, you may be wondering what I am working on now. Fortunately, there were not many areas of contention between threads and a performance win was born. Initial testing blew up spectacularly, as I expected it would. Their updates tend to only act on a single entity. Since navigation and physics are typically the worst performance offenders, separating updates by planet seemed like a good plan. The most natural separation was based around planets. My initial focus was on areas of the simulation where I thought it would be easiest to do things in parallel. My primary focus was attempting to improve performance by multithreading parts of the simulation. Two years ago I was given the opportunity to continue work on my baby, Planetary Annihilation, for the 99337 Performance Update. Is back working on server simulation performance with multithreading this month and we have a technical update to share on his work for the next update. ![]()
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