Author Topic: Adventures in C#  (Read 27792 times)

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Offline lance.ewing

Re: Adventures in C#
« Reply #15 on: November 27, 2016, 12:48:54 PM »
Did you profile your code to see what was slow before splitting some of it off to a different thread? This is an AGI interpreter, right? I can't imagine it being complex enough to eat up 16ms in one game update cycle unless you're doing something wrong.

The text you've quoted was in reference to a VIC 20 emulator I am writing using libGDX for Android. I'll tweak the post a bit to make it clearer. I mentioned it as a reason why my initial instinct was to use a separate thread for the AGI interpreter. The emulator has to emulate every cycle of the VIC 20 machine. The graphics update and logic interpretation processing requirements would be a lot less for AGI, so doing everything in the UI thread should be fine I think.

Offline OmerMor

Re: Adventures in C#
« Reply #16 on: November 27, 2016, 02:15:03 PM »
I was curious to know what the experienced C# programmers on this forum thought of the two sides to this discussion.

Consuming a fully dedicated CPU is clearly not needed for an AGI interpreter.
I'd start with a simple Timer and profile if performance issues occur.


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