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Concurrency & Threading
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.
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;
}
}
}
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).
Below is an example of creating a job that performs an expensive path-finding calculation for an NPC.
- 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)
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