コード例 #1
0
        /** Create a new simulator.
         *
         * \param workers Use the specified number of worker threads.\n
         * When the number zero is specified, no multithreading will be used.
         * A good number is the number of cores on the machine.
         *
         * \param doubleBuffering Use Double Buffering for calculations.
         * Testing done with 5000 agents and 0.1 desired delta time showed that with double buffering enabled
         * the game ran at 50 fps for most frames, dropping to 10 fps during calculation frames. But without double buffering
         * it ran at around 10 fps all the time.\n
         * This will let threads calculate while the game progresses instead of waiting for the calculations
         * to finish.
         * \note Will only have effect if using multithreading
         *
         * \see #Multithreading
         */
        public Simulator(int workers, bool doubleBuffering)
        {
            this.workers          = new Simulator.Worker[workers];
            this.doubleBuffering  = doubleBuffering;
            this.DesiredDeltaTime = 1;
            Quadtree = new RVOQuadtree();

            for (int i = 0; i < workers; i++)
            {
                this.workers[i] = new Simulator.Worker(this);
            }

            agents    = new List <Agent>();
            obstacles = new List <ObstacleVertex>();
        }
コード例 #2
0
        /** Create a new simulator.
         *
         * \param workers Use the specified number of worker threads.\n
         * When the number zero is specified, no multithreading will be used.
         * A good number is the number of cores on the machine.
         * \param doubleBuffering Use Double Buffering for calculations.
         * Testing done with 5000 agents and 0.1 desired delta time showed that with double buffering enabled
         * the game ran at 50 fps for most frames, dropping to 10 fps during calculation frames. But without double buffering
         * it ran at around 10 fps all the time.\n
         * This will let threads calculate while the game progresses instead of waiting for the calculations
         * to finish.
         * \param movementPlane The plane that the movement happens in. XZ for 3D games, XY for 2D games.
         *
         * \note Will only have effect if using multithreading
         *
         * \see #Multithreading
         */
        public Simulator(int workers, bool doubleBuffering, MovementPlane movementPlane)
        {
            this.workers         = new Simulator.Worker[workers];
            this.doubleBuffering = doubleBuffering;
            //GG
            //this.DesiredDeltaTime = 1;
            this.DesiredDeltaTime = VFactor.one;
            this.movementPlane    = movementPlane;
            Quadtree = new RVOQuadtree();

            for (int i = 0; i < workers; i++)
            {
                this.workers[i] = new Simulator.Worker(this);
            }

            agents    = new List <Agent>();
            obstacles = new List <ObstacleVertex>();
        }