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GAM531 Engine Assignment

Game Engine Apex



Team Members

  1. Erquan Bi
  2. Eunju Han
  3. Ferenc Botos
  4. eMail All


Title: Multi-threaded Node Absolute Calculator

Enhancement Result

  • The frames flow much smoothly due to the transformation of the node chains is updated concurrently and efficiently during rendering instead of being done sequentially.
  • The program runs faster significantly. To show improved performance of Emperor Engine, we used Performance and Diagnostic tool in Visual Studio on the lab computer. It shows that using thread is 10 times faster than before.

Node Absolute Calculator Result.jpg

Enhancement Process

  • Class ThreadPool
    • A class ThreadPool is created which creates threads at its initialization.
    • The number of threads depends on the number of the computer core system, it can be obtained at the run time through std::thread::hardware_concurrency() in ThreadPool constructor, and it is stored in a std::vector called threads.
    • The threadPool is a queue holding jobs which is defined as std::function, and a job is added into threadPool in AddJob function.
    • std::mutex and std::condition_variable is used to lock and unlock threads status and to wake threads respectively. In addition to, two bool type variables (quit and stopped) are flag determining to run threads.
    • In Run function, the threadPool dispatches the job to each thread to be finished one by one until all jobs are done or the program is terminated.
    • The ShutDown function wakes all threads up and makes them join to be terminated.
  • To Use the Threads
    • When the NodeManager performs the function updateValues for each active object from the vector activeObjects, jobs(active objects(Node)’ _updateAbs function) are add to the queue threadPool which means an added job is waiting to calculate node’s absolute transformation.
    • While adding jobs, one thread from thread pool wakes up, and perform the Run function subsequently.
    • Before the function updateValues ends, threads are terminated through the ShutDown function of ThreadPool.

Work Load Division

  • Member 1(Erquan (Ashley) Bi)
    • Work on how many threads need to calculate node absolute transformation on hardware.
  • Member 2 (Eunju Han)
    • Manager thread running and termination with determined threads.

<Multi-Thread Resources>

Multi-Threading of OOP345

C++ Multithreading Tutorial


Sphere Collision or View Frustum Culling
<Sphere Collision Resources>

3D Collision detection (C++) - Miguel Casillas

Pool Hall Lessons: Fast, Accurate Collision Detection Between Circles or Spheres

What is a good algorithm to detect collision between moving spheres?

Work Breakdown and Progress

BitBucket Fetching a remote reference

Lab Workload Plan

  • Anybody: lab1(Eunju)
  • Ashley: lab2,5,8
  • Eunju: lab3,6,9
  • Frank: lab4,7,10

Lab completed

  • Ashley: Lab2, 4, 5, 7, 10
  • Eunju: Lab1, 3, 6, 8, 9

Tasks Assigned Completed Status Due date
Lab 1 Eunju Yes 2015-09-25 2015-09-25
Lab 2 Ashley Yes 2015-10-02 2015-10-02
Lab 3 Eunju Yes 2015-10-17 2015-10-09
Submit Proposal / Research Document Group YES Friday October 16th, 2015
Lab 4 Frank Ashley Yes 2015-11-03 2015-10-16
Lab 5 Ashley Yes 2015-11-03 2015-11-03
Lab 6 Eunju Yes 2015-11-07(1 min late because of merging issue) 2015-11-06
Lab 7 Frank Ashley Yes 2015-11-13 2015-11-13
Lab 8 Ashley Eunju Yes 2015-11-20 2015-11-20
Lab 9 Eunju Yes 2015-11-26 2015-11-27
Lab 10 Frank Ashley NO 2015-12-04
OpenGL Lab7 Ashley NO 2015-11-13
OpenGL Lab8 Eunju NO 2015-11-20
OpenGL Lab9 Eunju NO 2015-11-27
OpenGL Lab10 Ashley NO 2015-12-04
Submit Engine Enhancement Group YES Friday November 27th, 2015
Submit Project (completed engine) Group NO Thursday December 10th, 2015