multithreading problem with Nvidia PhysX
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xcrypt
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Published on 2012-04-07T13:56:32Z
Indexed on
2012/04/07
17:49 UTC
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physics
|multithreading
I'm having a multithreading problem with Nvidia PhysX. the SDK requires that you call Simulate() (starts computing new physics positions within a new thread) and FetchResults(waits 'till the physics computations are done). Inbetween Simulate() and FetchResults() you may not 'compute new physics'
It is proposed (in a sample) that we create a game loop as such:
- Logic (you may calculate physics here and other stuff)
- Render + Simulate() at start of Render call and FetchResults at end of Render() call
However, this has given me various little errors that stack up: since you actually render the scene that was computed in the previous iteration in the game loop.
I wonder if there's a way around this? I've been trying and trying, but I can't think of a solution...
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