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Devlog - Billets Publiés en 2015

Developing Avoyd, a Voxel Editor able to handle large models and a six degrees of freedom movement Game with editable terrain.

Internals of a lightweight task scheduler

Doug Binks - 05 Sep 2015


This is the second in a series of articles detailing the inner workings and evolution of the permissively open source multithreading task scheduler enkiTS for C and C++ (including C++ 11). In the first article of this series I covered the external interfaces and their implementation. This post will cover the task threading function, running tasks, and waiting for tasks.

Image of Avoyd with thread and task activity. Figure 1: Screenshot of Avoyd being profiled with microprofile and ImGui integration available in enkiTSExamples. Solid bars above named tasks show when threads are active - the wait functionality allows the core to idle or other threads to run.

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Implementing a lightweight task scheduler

Doug Binks - 22 Aug 2015 - edited 28 Jun 2019


This is the first in a series of articles detailing the inner workings and evolution of the permissively open source multithreading task scheduler enkiTS for C and C++ (including C++ 11). The interface has evolved somewhat since this article, and whilst I've made minor changes to update it, keeping it fully up to date is difficult, so please check out the full code on github.

If you're writing a compute intensive programming task on consumer hardware, and you want to use as much of the systems resources as possible, then you'll need to consider multithreading on the CPU. There are a number of ways to approach this, but the current gold standard approach for developers who want both simplicity and control is a task scheduler which can handle data-parallelism (in the games industry a task is often referred to as a job). Task parallelism allows you to run different types of computation at the same time, whilst data-parallelism enables you to run the same computation over a set of data across different threads at the same time. Note that I won't consider Single Instruction Multiple Data (SIMD) parallelism here, but if you're doing computations you probably should. Additionally, I won't cover multithreading methods for handling large latency, such as waiting on hard disk or socket transactions.

Avoyd being profiled using the enki Task Scheduler microprofile. enkiTS in our game, Avoyd, being profiled using the microprofile and Dear ImGui integration available in enkiTSExamples. This is an old image of the game and the current codebase uses newer enkiTS API features such as priorities and pinned tasks making for a much more complex task graph.

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Feral Vector

Juliette Foucaut - 29 Jun 2015


At the end of May, a month ago today, we attended Feral Vector. We saw many projects and met lots of interesting people. Although we hadn’t planned on it, we ended up showing Avoyd for the first time. In light of the nice feedback we got, we think that releasing it sooner, even without gameplay, would probably be a good idea.

Tom Betts handed beach pebbles to illustrate his talk. This one looked like it had a badger's head on it, very appropriate for Feral Vector.

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Normal generation in the pixel shader

Doug Binks - 31 Jan 2015


As usual, whilst working on one aspect of Avoyd I hit a hurdle and decided to take a break by tweaking some visuals - specifically looking at the normals for my surfaces. I added a step to generate face normals in the pixel shader using the derivatives of world space position [see: Normals without normals by Angelo Pesce and the Volumes of Fun wiki on Computing Normals], and immediately noticed precision issues when close to the surface. I'll demonstrate the issue and my quick fix which uses eye relative position instead of world space, before explaining what's happening in full.

Precision issues with normals from position derivatives in the pixel shader. Figure 1: The image on the left shows the face normals calculated in the pixel shader using the world space position, and on the right we take the eye relative world space position.

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 › 2023
 › Avoyd Release Streams and Minecraft Lit Materials
 › Avoyd Beta Stream
 › 2022
 › Isometric Render of a Minecraft Map in Avoyd Voxel Editor
 › 2021
 › Importing Minecraft maps in Avoyd Voxel Editor improved
 › 2020
 › Runtime Compiled C++ Dear ImGui and DirectX11 Tutorial
 › 2019
 › Boxes in Space: procedural generation of abstract worlds in Avoyd
 › Procedural python word generator: making user names out of 4 syllables
 › In-game building
 › Player-deployable turrets in Avoyd
 › 2018
 › Avoyd Game Singleplayer and Coop Multiplayer Test
 › Voxel Editor Evolved
 › 2017
 › Speeding up Runtime Compiled C++ compile times in MSVC with d2cgsummary
 › Multiplayers toxic last hit kill and how to heal it
 › Avoyd Editor Prototype
 › 2016
 › Black triangles and Peter Highspot
 › Colour palettes and lighting
 › Concept art by Rebecca Michalak
 ›› 2015 
 › Internals of a lightweight task scheduler
 › Implementing a lightweight task scheduler
 › Feral Vector
 › Normal generation in the pixel shader
 › 2014
 › Python Google App Engine debugging with PyCharm CE
 › Lighting voxel octrees and procedural texturing
 › Patterns and spheres
 › Python Google App Engine debugging with PyTools
 › Interview
 › Domain masking using Google App Engine
 › Octree streaming - part 4
 › Black triangles and nervous_testpilot
 › Presskit for Google App Engine
 › Octree streaming - part 3
 › Octree streaming - part 2
 › Octree streaming
 › 2013
 › LAN discovery with multiple adapters
 › Playing with material worlds
 › Developer Diary archive
 › Website redesign
 › First Person Editor
 › First Avoyd tech update video
 › Implementing a static website in Google App Engine
 › Multiplayer editing
 › First screenshots
 › Thoughts on gameplay modes
 › Back in 1999
 › 2002
 › ECTS 2002
 › Avoyd Version 1.6.1 out
 › Avoyd Version 1.6 out
 › 2001
 › Biting the bullet
 › Avoyd version 1.5 out
 › Monday Mayhem
 › Avoyd version 1.5 alpha 1 out
 › Avoyd version 1.4 out
 › ECTS 2001
 › Fun with Greek letters
 › Closer just a little closer
 › Back already
 › Artificial Humanity
 › Products and promises
 › Ecommerce
 › Explosions galore
 › Spring fixes
 › Open source and ports to other operating systems
 › Avoyd LAN Demo Version 1.1 is out
 › Thanks for the support
 › Avoyd LAN Demo Ready
 › Game Tech
 › Importing Minecraft maps in Avoyd Voxel Editor improved
 › Runtime Compiled C++ Dear ImGui and DirectX11 Tutorial
 › Boxes in Space: procedural generation of abstract worlds in Avoyd
 › Procedural python word generator: making user names out of 4 syllables
 › Speeding up Runtime Compiled C++ compile times in MSVC with d2cgsummary
 › Internals of a lightweight task scheduler
 › Implementing a lightweight task scheduler
 › Normal generation in the pixel shader
 › Lighting voxel octrees and procedural texturing
 › Octree streaming - part 4
 › Octree streaming - part 3
 › Octree streaming - part 2
 › Octree streaming
 › LAN discovery with multiple adapters
 › enkiTS
 › Internals of a lightweight task scheduler
 › Implementing a lightweight task scheduler
 › RCC++
 › Runtime Compiled C++ Dear ImGui and DirectX11 Tutorial
 › Speeding up Runtime Compiled C++ compile times in MSVC with d2cgsummary
 › Web Tech
 › Procedural python word generator: making user names out of 4 syllables
 › Python Google App Engine debugging with PyCharm CE
 › Python Google App Engine debugging with PyTools
 › Domain masking using Google App Engine
 › Presskit for Google App Engine
 › Implementing a static website in Google App Engine
 › Avoyd
 › Avoyd Release Streams and Minecraft Lit Materials
 › Avoyd Beta Stream
 › Isometric Render of a Minecraft Map in Avoyd Voxel Editor
 › Importing Minecraft maps in Avoyd Voxel Editor improved
 › Boxes in Space: procedural generation of abstract worlds in Avoyd
 › In-game building
 › Player-deployable turrets in Avoyd
 › Avoyd Game Singleplayer and Coop Multiplayer Test
 › Voxel Editor Evolved
 › Multiplayers toxic last hit kill and how to heal it
 › Avoyd Editor Prototype
 › Black triangles and Peter Highspot
 › Colour palettes and lighting
 › Concept art by Rebecca Michalak
 › Feral Vector
 › Patterns and spheres
 › Interview
 › Black triangles and nervous_testpilot
 › Playing with material worlds
 › Website redesign
 › First Person Editor
 › First Avoyd tech update video
 › Multiplayer editing
 › First screenshots
 › Thoughts on gameplay modes
 › Back in 1999
 › Avoyd 1999
 › Developer Diary archive
 › Back in 1999
 › ECTS 2002
 › Avoyd Version 1.6.1 out
 › Avoyd Version 1.6 out
 › Biting the bullet
 › Avoyd version 1.5 out
 › Monday Mayhem
 › Avoyd version 1.5 alpha 1 out
 › Avoyd version 1.4 out
 › ECTS 2001
 › Fun with Greek letters
 › Closer just a little closer
 › Back already
 › Artificial Humanity
 › Products and promises
 › Ecommerce
 › Explosions galore
 › Spring fixes
 › Open source and ports to other operating systems
 › Avoyd LAN Demo Version 1.1 is out
 › Thanks for the support
 › Avoyd LAN Demo Ready