The fourth and current version makes the game faster and is a combination of methods. When using XNA on the Xbox 360 you have access to four hardware threads (1, 3, 4, 5) and a one thread for the main game application (thread 0). With that in mind, my update threading uses four threads to update all game objects simultaneously. The new design gives each thread one quarter of the level objects in succession. That's important, because the longer each thread can run uninterrupted, the better.
Some profiling output for the 360 was set up using StopWatch. In addition, I have a boolean that can be toggled by a controller button combination. Without threading the update takes around 25ms. With the new threading the update is down to around 17ms. It's not an incredible gain, but it does make a significant impact on the framerate and the smoothness of the gameplay. While more framerate improvements are planned for the near future, the framerate for the game on the Xbox 360 is finally playable!
At this point I consider the 360 conversion finished! Cheers and tears! It's time to move back to working on the game itself!
2 comments:
Interesting, how did you manage to consolidate all those types of files into one?
Who knows where to download XRumer 5.0 Palladium?
Help, please. All recommend this program to effectively advertise on the Internet, this is the best program!
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