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Concurrency & Threading

acoox edited this page Apr 22, 2021 · 9 revisions

Introduction

The game engine provides general-purpose multi-threading through the Job System (code). This is a recommended approach for compute-heavy tasks which may slow down the game. When a 'job' is launched, it is scheduled to be executed on an available thread at some time in the future.

Concurrency

Do not use jobs purely to run code concurrently, i.e. running two things at the same time. The update pattern (see Entity Component System) is designed to allow everything in the game to run 'concurrently' by computing one step at a time. If you want to run two things at the same time, consider just doing this in update().

Do not use jobs purely to create delays. It may be tempting when creating some delay to use Thread.sleep(delay) or equivalent on a separate thread. This is computationally expensive and unnecessary. Consider using the update() function together with class variables which store game time. For example, the following component would print to the console every 1000ms:

class PrintComponent extends Component {
  private long lastTime = 0L;

  @Override
  public void update() {
    long currentTime = ServiceLocator.getTimeSource().getTime();
    if (currentTime - lastTime >= 1000L) {
       System.out.println("Hello!");
       lastTime = currentTime;
    }
  }
}

Usage

It's important to consider whether your job is blocking or non-blocking. A blocking job is one that stops execution while waiting on something, such as a delay (Thread.sleep()) or an I/O operation (accessing a file, user input, networking).

Non-blocking jobs

Below is an example of creating a job that performs an expensive path-finding calculation for an NPC.

Further Reading

  • Introduction to Concurrency: Chapter 4, Game Engine Architecture (3rd Edition)
  • Concurrency in Game Engines: Parallelizing the Naughty Dog Engine or Chapter 8.6, Game Engine Architecture (3rd Edition)

Table of Contents

Home

Game

Game Home

Design Influences

Gameplay Features

Style

Story

Friendly Units
Map
City
Buildings
Unit Selections

Spell

Game User Testing: Theme of Unit Selection & Spell System

UI User Testing

Tutorial

Resource Stats Display

Loading Screen Bar

Health Bars
In Game menu
  • Feature
  • User Testing:In Game Menu

Landscape Tile Design

Landscape Tile Design Feedback

Weather Design

Weather Design Feedback

Camera Movement

Enemy design

Enemy Units

Enemy AI

How Animation Works

Map Flooding

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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