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<?xml-stylesheet type="text/xsl" href="http://xna-uk.net/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>RandomChaos - All Comments</title><link>http://xna-uk.net/blogs/randomchaos/default.aspx</link><description /><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20917.1142)</generator><item><title>re: Generic XNA - Threading for Windows &amp; XBox 360</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/08/15/generic-xna-threading-for-windows-amp-xbox-360.aspx#2145</link><pubDate>Wed, 27 Aug 2008 15:09:01 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2145</guid><dc:creator>eitje</dc:creator><description>&lt;p&gt;There&amp;#39;s some good information about the data structures available in XNA/C# here:&lt;/p&gt;
&lt;p&gt;&lt;a rel="nofollow" target="_new" href="http://creators.xna.com/en-us/article/datastructures"&gt;creators.xna.com/.../datastructures&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;The cheatsheet gives the O(*) notation for the various data types. &amp;nbsp;:)&lt;/p&gt;
&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2145" width="1" height="1"&gt;</description></item><item><title>re: Generic XNA - Threading for Windows &amp; XBox 360</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/08/15/generic-xna-threading-for-windows-amp-xbox-360.aspx#2144</link><pubDate>Wed, 27 Aug 2008 10:55:45 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2144</guid><dc:creator>Nemo Krad</dc:creator><description>&lt;p&gt;Yes, I have seen this also with my physics engine. I think it is to do with the gametime update, not sure about farseer, but my physics engine uses it when applying forces so if your thread is calling multiple force updates and then you get a draw call then you will have out of sync physics with real time as I am having. &lt;/p&gt;
&lt;p&gt;I got around this at the moment by not threading the physics but threading my particle system as that turned out to be the bottle neck on the CPU. &lt;/p&gt;
&lt;p&gt;Sorry this is not much help for now, but I will do some investigation and see where it's getting muddled and come up with a fix or at the very least a workaround..&lt;/p&gt;
&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2144" width="1" height="1"&gt;</description></item><item><title>re: Generic XNA - Threading for Windows &amp; XBox 360</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/08/15/generic-xna-threading-for-windows-amp-xbox-360.aspx#2143</link><pubDate>Wed, 27 Aug 2008 10:28:12 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2143</guid><dc:creator>Tim</dc:creator><description>&lt;p&gt;Thanks for the Example . &amp;nbsp;I&amp;#39;ve been using your thread manager with the farseer physics engine , And it seems like the movment of objects isnt smooth , but I&amp;#39;m getting a good fps . I&amp;#39;ve tried playing with the thread interval , but still have the same result . I was wondering if you think it might be that I need to sync &amp;nbsp;things with lock or that the gametime update Is causing it.&lt;/p&gt;
&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2143" width="1" height="1"&gt;</description></item><item><title>re: Generic XNA - Threading for Windows &amp; XBox 360</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/08/15/generic-xna-threading-for-windows-amp-xbox-360.aspx#2142</link><pubDate>Wed, 27 Aug 2008 08:53:28 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2142</guid><dc:creator>Nemo Krad</dc:creator><description>&lt;p&gt;No real reason other than I have gotten used to using them. I started using them over Lists as (and I may well be wrong here) I think they are faster to access.&lt;/p&gt;
&lt;p&gt;In this case though I can't see anything wrong with using List if you want to.&lt;/p&gt;
&lt;p&gt;Glad you like the sample.&lt;/p&gt;
&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2142" width="1" height="1"&gt;</description></item><item><title>re: Generic XNA - Threading for Windows &amp; XBox 360</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/08/15/generic-xna-threading-for-windows-amp-xbox-360.aspx#2141</link><pubDate>Tue, 26 Aug 2008 20:05:18 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2141</guid><dc:creator>eitje</dc:creator><description>&lt;p&gt;Is there a reason you use Dictionaries, as opposed to some lighter data structure like List, or LinkedList?&lt;/p&gt;
&lt;p&gt;Specifically, since the ThreadManager doesn&amp;#39;t have a mechanism for removing threads, and the Update procedure just iterates through the thread code, it seems that an implementation using a List or LinkedList would have better performance.&lt;/p&gt;
&lt;p&gt;The only hit of using the LinkedList would be when Killing &amp;amp; Starting threads; List itself would be an improvement over Dictionary just because they key lookup wouldn&amp;#39;t be necessary.&lt;/p&gt;
&lt;p&gt;Anyway, I like the example! &amp;nbsp;I&amp;#39;m just curious about that part of the design.&lt;/p&gt;
&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2141" width="1" height="1"&gt;</description></item><item><title>re: A visible collection of particles of water or ice suspended in the air, usually at an elevation above the earth's surface in XNA</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/08/08/a-visible-collection-of-particles-of-water-or-ice-suspended-in-the-air-usually-at-an-elevation-above-the-earth-s-surface-in-xna.aspx#2140</link><pubDate>Sun, 24 Aug 2008 19:28:19 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2140</guid><dc:creator>Nemo Krad</dc:creator><description>&lt;p&gt;Yes, once DBP 2008 is out of the way :)&lt;/p&gt;
&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2140" width="1" height="1"&gt;</description></item><item><title>re: A visible collection of particles of water or ice suspended in the air, usually at an elevation above the earth's surface in XNA</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/08/08/a-visible-collection-of-particles-of-water-or-ice-suspended-in-the-air-usually-at-an-elevation-above-the-earth-s-surface-in-xna.aspx#2139</link><pubDate>Sat, 23 Aug 2008 08:11:48 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2139</guid><dc:creator>Morten</dc:creator><description>&lt;p&gt;Sweet!!! Any chance at all to get a look at the source? This is EXACTLY what I need for my game!&lt;/p&gt;
&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2139" width="1" height="1"&gt;</description></item><item><title>re: Generic XNA - Threading for Windows &amp; XBox 360</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/08/15/generic-xna-threading-for-windows-amp-xbox-360.aspx#2138</link><pubDate>Wed, 20 Aug 2008 12:20:14 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2138</guid><dc:creator>Nemo Krad</dc:creator><description>&lt;p&gt;No worries, glad you found it :)&lt;/p&gt;
&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2138" width="1" height="1"&gt;</description></item><item><title>re: Generic XNA - Threading for Windows &amp; XBox 360</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/08/15/generic-xna-threading-for-windows-amp-xbox-360.aspx#2137</link><pubDate>Wed, 20 Aug 2008 11:16:05 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2137</guid><dc:creator>Stefan</dc:creator><description>&lt;p&gt;Thank you! I have found my mistake...I have forgotten to disable the whil loop in the first thread!!&lt;/p&gt;
&lt;p&gt;Without the manager I have called the method only one time.&lt;/p&gt;
&lt;p&gt;-Stefan&lt;/p&gt;
&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2137" width="1" height="1"&gt;</description></item><item><title>re: Generic XNA - Threading for Windows &amp; XBox 360</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/08/15/generic-xna-threading-for-windows-amp-xbox-360.aspx#2136</link><pubDate>Tue, 19 Aug 2008 21:09:55 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2136</guid><dc:creator>Nemo Krad</dc:creator><description>&lt;p&gt;From that description I have no idea, can you zip up an example solution of the issue and mail it to me?&lt;/p&gt;
&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2136" width="1" height="1"&gt;</description></item><item><title>re: Generic XNA - Threading for Windows &amp; XBox 360</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/08/15/generic-xna-threading-for-windows-amp-xbox-360.aspx#2135</link><pubDate>Tue, 19 Aug 2008 20:01:22 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2135</guid><dc:creator>Stefan</dc:creator><description>&lt;p&gt;Hey,&lt;/p&gt;
&lt;p&gt;today I wanted to test your threadmanager, but it doesn&amp;#39;t work! I&amp;#39;m having two different threads:&lt;/p&gt;
&lt;p&gt; gameLogicID = &amp;nbsp;threadManager.AddThread(new ThreadCode(LoadTrackAroundPlayer), 500);&lt;/p&gt;
&lt;p&gt; &amp;nbsp;loadBossTrackID = threadManager.AddThread(new ThreadCode(LoadTrack2), 200);&lt;/p&gt;
&lt;p&gt;But only one thread is running...if i am starting thread 1 and thread 2, only thread 1 gets updated...after I killed thread 1, then thread 2 gets updated...&lt;/p&gt;
&lt;p&gt;What can be wrong? thx&lt;/p&gt;
&lt;p&gt;-Stefan&lt;/p&gt;
&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2135" width="1" height="1"&gt;</description></item><item><title>re: Geographic Grid Registration - An alternative to Quadtrees and Octrees</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/03/09/geographic-grid-registration-an-alternative-to-quadtrees-and-octrees.aspx#2134</link><pubDate>Sun, 17 Aug 2008 21:27:05 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2134</guid><dc:creator>Nemo Krad</dc:creator><description>&lt;p&gt;No, not really, I am about to start implementing it in some games, I am sure that will throw up some ideas, I &amp;nbsp;will post them as they come up.&lt;/p&gt;
&lt;p&gt;Glad you like it and hope it's useful.&lt;/p&gt;
&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2134" width="1" height="1"&gt;</description></item><item><title>re: Geographic Grid Registration - An alternative to Quadtrees and Octrees</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/03/09/geographic-grid-registration-an-alternative-to-quadtrees-and-octrees.aspx#2133</link><pubDate>Sun, 17 Aug 2008 21:05:34 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2133</guid><dc:creator>Florian Oeser</dc:creator><description>&lt;p&gt;Hi there :D&lt;/p&gt;
&lt;p&gt;Great work very well done....i will implement this solution instead of an octree in a small game for culling. Just for a static map!&lt;/p&gt;
&lt;p&gt;So i only like to know if u have some new ideas, tweaks or something like this since your release!?&lt;/p&gt;
&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2133" width="1" height="1"&gt;</description></item><item><title>re: Generic XNA - Threading for Windows &amp; XBox 360</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/08/15/generic-xna-threading-for-windows-amp-xbox-360.aspx#2129</link><pubDate>Sat, 16 Aug 2008 11:10:23 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2129</guid><dc:creator>LINQ Master</dc:creator><description>&lt;p&gt;Great work. Looks like you put a lot of thought into this. I recently realized my threading wrapper wouldn&amp;#39;t work on the 360 (not Compact compliant). Your code did the trick, though. Thanks.&lt;/p&gt;
&lt;p&gt;&amp;lt;a href=&amp;quot;&lt;a rel="nofollow" target="_new" href="http://blog.linqexchange.com&amp;quot;&amp;gt;LINQ"&gt;http://blog.linqexchange.com&amp;quot;&amp;gt;LINQ&lt;/a&gt; Exchange - Learn LINQ and Lambda Expressions&amp;lt;/a&amp;gt;&lt;/p&gt;
&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2129" width="1" height="1"&gt;</description></item><item><title>Threading for Windows </title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/08/15/generic-xna-threading-for-windows-amp-xbox-360.aspx#2127</link><pubDate>Fri, 15 Aug 2008 14:32:01 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2127</guid><dc:creator>GameDevKicks.com</dc:creator><description>&lt;p&gt;You've been kicked (a good thing) - Trackback from GameDevKicks.com&lt;/p&gt;
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