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Concurrency & Threading

acoox edited this page Apr 22, 2021 · 9 revisions

Introduction

The game engine provides general-purpose multi-threading through the Job System (code). This is a recommended approach for compute-heavy tasks which may slow down the game. When a 'job' is launched, it is scheduled to be executed on an available thread at some time in the future.

Concurrency

Do not use jobs purely to run code concurrently, i.e. running two things at the same time. The update pattern (see Entity Component System) is designed to allow everything in the game to run 'concurrently' by computing one step at a time. If you want to run two things at the same time, consider just doing this in update().

Do not use jobs purely to create delays. It may be tempting when creating some delay to use Thread.Sleep(delay) or equivalent on a separate thread. This is computationally expensive and unnecessary. Consider using the update() function together with class variables which store game time. For example, the following component would print to the console every 1000ms:

class PrintComponent extends Component {
  private long lastTime = 0L;

  @Override
  public void update() {
    long currentTime = ServiceLocator.getTimeSource().getTime();
    if (currentTime - lastTime >= 1000L) {
       System.out.println("Hello!");
       lastTime = currentTime;
    }
  }
}

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Crystal

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[Resource Management](Resource-Management)
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Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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