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Multiplatform C game engine from scratch | Day 56 [Pooling Work]
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133 观看71:52:39timpzlive原视频发布: 2026-05-07

When implementing multi-threaded game engines, distributing work across threads requires careful synchronization to prevent performance issues. The developer demonstrates how dividing game update tasks (prefabs) into chunks assigned to worker threads can cause lag due to threads fighting for jobs and synchronization overhead. Key challenges include ensuring all threads complete their work before proceeding, managing thread sleep timing to prevent CPU overutilization, and handling entity creation/deletion safely across threads. The solution involves using work queues with read/write indices for synchronization, ensuring all threads finish before the main thread proceeds, and carefully managing sleep durations to maintain consistent frame timing.

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