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cabalistic

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Posts posted by cabalistic

  1. I just played with the training mission a bit, picked stuff up, stole the key from the guard, knocked a guard down and picked up his body. Nothing was disappearing, all seemed fine. I found two other problems though:

    - Fullscreen is borked. Might have something to do with the additional OpenGL context I'm creating. You'll need to run the build in windowed mode for now.

    - There is some issue with lighting and shadows with some flickering that isn't there in the base 2.05 build. Not sure if this is related to the threading, but there's definitely something wrong.

     

    Oh, also I noticed that I accidentally put VR mode to disabled by default. So if you actually want to test the VR output, you'll ned to set vr_enable to 1 in your autoexec.cfg.

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  2. 2.05.

    I would have developed against svn, but without compatible assets, that wasn't possible :)

     

    So, the threaded work you've done, is it easily adaptable to other parts of the engine? Such as physics running on it's own thread, sound etc?

    No, I effectively just "restored" the threading of frontend and backend, as was originally intended in the Doom3 engine. Anything else will have to be investigated separately. I also wouldn't necessarily look at adding more threads dedicated to a specific purpose, but rather looking for parallelisation with the help of worker threads. E.g. spreading physics calculations on multiple cores. Intel's threading building blocks library would be a good choice, provided one can identify places where this kind of parallelisation works.

    I originally tried it that way with certain parts of the frontend renderer, similar to how it's done in the Doom 3 BFG edition. But unfortunately I hit a few roadblocks, so I postponed that approach for a later reinvestigation.

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