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Performance of Priority-Based Game Object Scheduling
KTH, School of Electrical Engineering and Computer Science (EECS).
KTH, School of Electrical Engineering and Computer Science (EECS).
2018 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Prestanda av prioriteringsbaserad schemaläggning av spelobjekt (Swedish)
Abstract [en]

This paper investigates alternative scheduling for game objects in a game engine by using priority based algorithms and comparing different priority assigning methods. Research concerning commercial game engines, game loops, concurrency and scheduling was performed. Three different scheduling algorithms were created and tested using a varying amount of game objects between two different testing scenarios. The results showed that using priority based scheduling gave a slight increase in average frames  per second (FPS) as well as boosting logical update performance of prioritized objects, however overall performance was decreased. The reason this decrease in performance occurred could have been due to the way the scheduler was implemented, and despite the decrease in performance using a priority based scheduling system was considered feasible within certain game engines. 

Abstract [sv]

Denna uppsats undersöker alternativa sätt för schemaläggning av spelobjekt i en spelmotor genom att använda prioriteringsbaserade algoritmer och jämföra olika tilldelningssätt för prioritetsmetoder. Forskning gällande kommersiella spelmotorer, ''game loops'', parallellisering och schemaläggning utfördes. Tre olika schemaläggningsalgoritmer skapades och testades med ett varierande antal spelobjekt i två olika testscenarion. Resultaten visade att användning av prioritetsbaserad schemaläggning gav en lätt ökning av det genomsnittliga antalet bilder per sekund (FPS) och gav bättre logikuppdateringsprestanda för prioriterade objekt. Den totala prestandan minskade dock. Anledningen till att denna minskning i prestanda skedde kan bero på hur schemaläggaren implementerades, men trots denna prestandaminskning ansågs schemaläggningssystemet vara möjlig inom vissa spelmotorer.

Place, publisher, year, edition, pages
2018. , p. 49
Series
TRITA-EECS-EX ; 2018:257
Keywords [en]
Game engine, game loop, game object, concurrency, scheduling, coroutine, update calls, gameplay, prioritizing
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:kth:diva-229411OAI: oai:DiVA.org:kth-229411DiVA, id: diva2:1212575
Educational program
Master of Science in Engineering - Computer Science and Technology
Supervisors
Examiners
Available from: 2018-08-29 Created: 2018-06-02 Last updated: 2018-08-29Bibliographically approved

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