I'm having a multithreading problem with Nvidia PhysX.
the SDK requires that you call Simulate() (starts computing new physics positions within a new thread) and FetchResults(waits 'till the physics computations are done). Inbetween Simulate() and FetchResults() you may not 'compute new physics'
It is proposed (in a sample) that we create a game loop as such:
2. Render + Simulate() at start of Render call and FetchResults at end of Render() call
However, this has given me various little errors that stack up: since you actually render the scene that was computed in the previous iteration in the game loop.
I wonder if there's a way around this?
I've been trying and trying, but I can't think of a solution...
multithreading problem with Nvidia PhysX
No replies to this topic
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users