~openmw/openmw/+git/master:lz4_prep

Last commit made on 2020-10-16
Get this branch:
git clone -b lz4_prep https://git.launchpad.net/~openmw/openmw/+git/master

Branch merges

Branch information

Name:
lz4_prep
Repository:
lp:~openmw/openmw/+git/master

Recent commits

51ec4e6... by Bret Curtis

added lz4 to our macos deps; let us see if that works

7f3a764... by Bret Curtis

tell 7z to extract to specific directory

544ca21... by Bret Curtis

correct filename of lz4 archive; fix indentation

924837e... by Bret Curtis

lz4 prep work; get linux and windows ready

e5392ca... by Bret Curtis

Merge pull request #3013 from OpenMW/macos_target_fix

Resolve 'shared_timed_mutex' is unavailable: introduced in macOS 10.12

b024518... by Bret Curtis

Resolve 'shared_timed_mutex' is unavailable: introduced in macOS 10.12

c16fa27... by Bret Curtis

Merge branch 'async-physics' into 'master'

Async physics

See merge request OpenMW/openmw!248

ae3306c... by fredzio <email address hidden>

Document async physics settings
Add an option to the launcher
Update changelog

3c2504b... by fredzio <email address hidden>

Process movement queue in one or several background threads
Before movement calculation, the main thread prepare a
vector of ActorFrameData, which contains all data necessary to perform
the simulation, and feed it to the solver. At the same time it fetches
the result from the previous background simulation, which in turn is
used by the game mechanics.
Other functions of the physics system (weapon hit for instance)
interrupt the background simulation, with some exceptions described
below.

The number of threads is controlled by the numeric setting

[Physics]
async num threads

In case 'async num threads' > 1 and Bullet doesn't support multiple threads,
1 async thread will be used. 0 means synchronous solver.
Additional settings (will be silently switched off if async num threads = 0)

[Physics]
defer aabb update

Update AABBs of actors and objects in the background thread(s). It is not an especially
costly operation, but it needs exclusive access to the collision world, which blocks
other operations. Since AABB needs to be updated for collision detection, one can queue
them to defer update before start of the movement solver. Extensive tests on as much
as one installation (mine) show no drawback having that switched on.

[Physics]
lineofsight keep inactive cache

Control for how long (how many frames) the line of sight (LOS) request will be kept updated.
When a request for LOS is made for the first time, the background threads are stopped to
service it. From now on, the LOS will be refreshed preemptively as part of the background
routine until it is not required for lineofsight keep inactive cache frames. This mean
that subsequent request will not interrupt the background computation.

91b3926... by fredzio <email address hidden>

We need to update the collision world after each step.
Change order of traversal simulation step to make it rare enough to be parallelizable

Before:
for actor in actors:
    repeat numstep:
        solve(actor)
After:
repeat numstep:
    for actor in actors:
        solve(actor)

Introduce struct ActorFrameData to pack all data that is necessary for
the solver