Essential Summary: We start pooling jobs for the worker threads, but later encounter an issue with them causing lag due to fighting for the jobs. I rewrite the entire memory allocation process, to undo some poor choices I made initially.
Multiplatform C Game Engine From Scratch Day 61 Queue Bugfixing - Award Specific Notes
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Award Specific Notes
We try to debug the issues with the threads, but it honestly seems like we're just making it worse. After quick introductions, we try and fail to use google-fu for good POSIX documentation. I rewrite the entire memory allocation process, to undo some poor choices I made initially.
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I rewrite the entire memory allocation process, to undo some poor choices I made initially. We start pooling jobs for the worker threads, but later encounter an issue with them causing lag due to fighting for the jobs.
TV Supporting Context
At the start, I tackle the crash from last stream and spend some time thinking about the best solution for the problem. After rewriting and going over the allocation functions, I get back on finding the cause of the flickering bug. I create a cloud of meteoroids around the player, then I attach the camera behind and start flying around.
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- I create a cloud of meteoroids around the player, then I attach the camera behind and start flying around.
- We start pooling jobs for the worker threads, but later encounter an issue with them causing lag due to fighting for the jobs.
- At the start, I tackle the crash from last stream and spend some time thinking about the best solution for the problem.
- After rewriting and going over the allocation functions, I get back on finding the cause of the flickering bug.
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