OPTIMIZED GAME-OBJECTS UPDATE SYSTEM FOR VIDEO GAMES
Ключові слова:
CPU, optimization, multithreading, video games, objects update systemАнотація
With the growing sophistication of computer games, real-time events and simulations are virtually a standard in today’s game architectures. What is needed is a way to manage and execute multiple events per frame, or many times within a frames time-step. A scheduler can manage update of the objects in a very flexible fashion, as well as facilitate a modular approach for extensibility. Given paper describes a way to optimize objects update using specially developed frame pipeline, internal optimizations inside objects and scheduling of updates. In the given system tasks would run only on some frames. Frame consists of several stages such as Serial, MT and End of the frame. In this work we have described all pros and cons of the mentioned parts of the frame. Also work presents scheduler technology which allows objects to be updated with gaps but still be responsive and with minimal visual or logic lags.

