Multithreaded rendering
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- Dominant language
- C#
- Stars
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Description
Bungie has made a presentation on multithreaded rendering.
In their engine, the game simulation and rendering are done in parallel with a step of synchronization where a specific selection of data is copied, transformed and prepared for the next frame to be rendered. This step of synchronization is where no game logic nor rendering is running to avoid data race condition.

This would involve a lot of change in how the engine currently works (ECS, Renderer, maybe the asset system etc).
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reviewing the linked Bungie presentation and the engine's ECS, Renderer, and asset system areas mentioned in the issue. Determine how simulation and rendering currently interact, then define the synchronization boundary and identify the affected subsystems. Done requires a concrete multithreaded rendering design and coordinated changes across those systems.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100