Apr 13 2008
Multithreaded Rendering
One of the big things for games programming these days is dealing with multiprocessing. I have been working on a multithreaded renderer in my spare time to do interactive brush work. The previous movies for peduncle are all non-interactive. They actually render in faster than realtime, but they just run from a command line. First, I had to create the basic infrastructure, which is not much different than a game. This infrastructure means all of the usual subsystems like fileIO, memory, debug scaffolding, and rendering. I already had fileIO running in another thread. This evening, I got my multithreaded renderer working.