Monday, September 4, 2017

Digest for comp.lang.c++@googlegroups.com - 2 updates in 1 topic

bitrex <bitrex@de.lete.earthlink.net>: Sep 04 02:45PM -0400

It was suggested to me that my OpenGL "game engine" could be improved by
having the thread with the OpenGL context execute "scripts" that are
passed to it from game objects in another thread via a locking queue.
This makes sense since OpenGL isn't intrinsically multithreaded, and
simply trying to make OpenGL calls (e.g. the GPU shader pipeline
specifically) across threads via say a vector of weak pointers held by
the thread with the active context has caused me grief.
 
Using lambdas/closures was suggested as a way to accomplish this by
putting say a member "render" function, object, and arguments into a
package that could be passed over through the queue. I'm not
super-familiar with lambdas and the stuff that's now possible with
std::function post C+11, wondering if anyone could give a reference or
example as to how something like this would be done?
"Chris M. Thomasson" <invalid@invalid.invalid>: Sep 04 11:59AM -0700

On 9/4/2017 11:45 AM, bitrex wrote:
> super-familiar with lambdas and the stuff that's now possible with
> std::function post C+11, wondering if anyone could give a reference or
> example as to how something like this would be done?
 
This might be of interest to you:
 
https://software.intel.com/sites/default/files/Designing_a_Parallel_Game_Engine.pdf
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