Making My Own Game Engine (Part 1) — Threaded Rendering Architecture in C++
Автор: Kalix
Загружено: 2026-01-06
Просмотров: 705
In this video, I start building my own C++ game engine and focus on threaded rendering architecture using a dedicated render thread and command queue model.
The application logic and rendering logic run on separate threads, communicating through thread-safe queues, mutexes, and condition variables. This approach avoids blocking the main loop, keeps rendering responsive, and mirrors how modern game engines structure their rendering pipelines.
Topics covered in this video:
Dedicated render thread design
Thread-safe task and command queues
Synchronization with mutexes and condition variables
Window events and cross-thread communication
OpenGL context ownership per thread
Clean shutdown and lifecycle management
Avoiding common multithreading pitfalls in C++
This project is built from scratch without existing engine frameworks and is aimed at developers interested in engine architecture, multithreading, and low-level graphics programming.
Future videos will cover rendering abstractions, command buffers, resource management, and performance scaling.
Source Code: https://github.com/ItzZisker/AxleCore
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