Multithreading Explained In Under Six Minutes

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Multithreading can seem like black magic that only code magicians can understand. But it's not as complicated as it seems. In this video we'll go through some examples that should hopefully demystify multithreading.

And I also some thoughts on how multithreading might affect Digital Combat Simulator in an upcoming update.

Eagle Dynamics has shared some information about the coming performance enhancements in this newsletter:

Obligatory disclaimers:

The presence of DOD Visual Information in this video does not constitute endorsement by the DOD or any of its departments. Any views expressed by the presenter are those of the presenter and do not represent the views of the DOD or any of its components.
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Very nice. I remember during my computer architecture course going through this. What I found interesting was, at least in my class, there's no real concrete formula for finding where multithreading will be faster than using single threads. Sometimes the data is just not large enough to make a noticeable difference. It was pretty much guess and check.

RoxasXIII
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This is the first time it is explained to me in a way even I understand, ...thank you very much.

radjenrampersad
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By far the best quick explanation of multithreading I've found, thanks!

GlorifiedPig
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Very informative. So this is your professional line of work! :) I always thought you are a flight combat instructor. But with your line of work one might say it's interweaved.

Tomekkkk
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Enjoyed watching this and learning as I wait for the new DCS MT update to finish downloading! 😉Thanks👍🏾

redtailpilot
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As always, very clear and to the point. Many thanks Mike

edimoulitsas
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As a software developer and DCS player, I approve this message.

takeoffwithjakesoft
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Thanks Mike! This is very informative. Also, where did you get that USAF MB-339 skin?!?!

Jon
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Would love to see the code with the sync thread

DLevasseur
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Is this something that happens automatically

nathanskupowski
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First off if you aren't getting FPS boost from multithreading either on the CPU or GPU then you're implementing it wrong. Not to mention in C setting variables to volatile will make sure more than one thread can access a variable with no problem. Also make sure the threads aren't waiting for any other threads to finish. Game developers are afraid of race conditions in their code but in real life atoms run independently of each other. On a subatomic scale everything is a race condition until you collapse the wave function. They just don't want to put in the extra brainpower to use it to it's fullest.

luckybutunlucky
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does that mean multicore cpus have been a waste because most of the time only one thread is doing the work?

colen
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Great stuff, thanks Mike.

Where are most advantages to be gained by this.

I've been under the impression that the logic could be even further divided by things like e.g. pathing, and firing solutions for AI having their own threads, with results being handed back in a queued fashion.

Am I out of my tree, or does that make sense?

SNTRY
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what about multiple cores? is that something else entirely?

nrosko
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