c++ - Multi-threading strategies? (Modifying a scene in a multi-threaded engine through an Editor) -
I am trying to write an editor over a multi-threaded game engine in theory, through the editor, the view The content of can be completely changed, but for the engine to cope with the changes I have not come in a good way. (I.e. remove one unit, while the renderer was portraying it). In addition, I'm not hesitant to write the code to manage the lock on each instance, which I use an entity or resource which can potentially be removed, I think that there should be a relatively more elegant solution needed.
Do anyone have any ideas or strategies that I see?
Thank you!
In addition to the two-stage process suggested by @lassevk, you can use the renderer in the "push" command
For example, the process Lights process camera
You can just add a new item to the workflow in position 0, which is called the process change, the information from the pipe is out and Rishy include it.
Comments
Post a Comment