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He did not mention the issue that some processors might have different time counting for each core, sometimes resulting in very silly situations if you are reading time in milliseconds or below scale.

For example: I had a game that physics behaved "woobly" in multi core systems. The issue is that as the OS juggle your process around, you get the delta time since last physics step inaccurate, sometimes even with backwards jump in time ( and according backward movement in the game ).

Later I saw someone showing the effects of this on the file system, with a multithreaded file copy resulting in very strange timestamps.

For my game, the solution was force time-dependant threads to request affinity with one core.




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