Do the Construct's games have the multi-core support?

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Post » Tue Jun 09, 2009 9:18 am

This is the question...
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Post » Tue Jun 09, 2009 10:53 am

What would they use it for?
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Post » Tue Jun 09, 2009 12:07 pm

perhaps the cores could be used for multithreaded loop processing
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Post » Tue Jun 09, 2009 2:50 pm

It works in parallel with the GPU, which is more important - in effect, the rendering is threaded on the graphics card, which is a big timesaver.

As for CPU cores, it's actually fairly difficult to utilise them because most of the runtime is sequentially executed. However, some candidates for possible multicoring is the Physics behavior, the RTS movement pathfinding, and maybe some other processing heavy plugins, but that's the best that can be managed I think.
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Post » Tue Jun 09, 2009 5:53 pm

I guess those two behaviors could utilise it, something to consider in the future.
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Post » Tue Jun 09, 2009 6:40 pm

could you do it on (non-ordered) for each object loops?
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Post » Tue Jun 09, 2009 6:44 pm

Hm... possibly... but it'd only affect very large loops, and it'd have to absolutely, certainly, without fail not access any shared memory or resources, otherwise it wouldn't work. I'm not sure the event engine could work with that.
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Post » Tue Jun 09, 2009 7:02 pm

4 people making the job are faster than 1 person making the same job.
Also, 4 cores can process 4 AIs or 4 physics bodies, or something else at the same time.
You can apply multi-threading in all kind of computations.

I repeat, 4 people makes a job faster than 1 person, so you can use threading to make more computations at the same time, so 4 times faster!

And this is important for complex games. Games that may use difficult and long IK computations, or massive physics or movement in general.

Also we are now on multicore era, and this would be an important feature.

p.s.: also you can check 4 events at a time instead of just 1.. Something like a block of events
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Post » Tue Jun 09, 2009 7:13 pm

[quote="Genesys":3mr92at4]also you can check 4 events at a time instead of just 1.. Something like a block of events[/quote:3mr92at4]
It's nowhere near that simple - multithreaded programming is a pretty complex area. If one of the events in any way depends on a result from a previous event, or in any way writes to or reads from any part of the computer's memory that is also accessed by one of the other events being executed, it will not work (due to out of order execution). Since events are defined as always being run from top to bottom, it's pretty difficult to thread that, since I reckon almost all events will depend on the events before them being completed.
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Post » Tue Jun 09, 2009 7:29 pm

[quote:2u0oyio1]I repeat, 4 people makes a job faster than 1 person, so you can use threading to make more computations at the same time, so 4 times faster![/quote:2u0oyio1]

Not if there's only one cookie cutter.
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