   Okay to run painting updates in seperate thread?
  After seeing all  these articles on fixing you time step, is it a bad idea to run your paint() and simulate() methods in separate threads (java)?   
Quote:Original post by overeasyAfter seeing all  these articles on fixing you time step, is it a bad idea to run your paint() and simulate() methods in separate threads (java)?There's nothing wrong with running your simulation in a separate thread. It might even be highly desirable, depending on what exactly you do. Just be careful about sync issues between simulation and rendering threads. You won't want your simulation to update the time step of a data set that is in the middle of being rendered. You need to introduce concepts such as valid sets, double buffered simulation results, etc.;Quote:Original post by Yann LQuote:Original post by overeasyAfter seeing all  these articles on fixing you time step, is it a bad idea to run your paint() and simulate() methods in separate threads (java)?There's nothing wrong with running your simulation in a separate thread. It might even be highly desirable, depending on what exactly you do. Just be careful about sync issues between simulation and rendering threads. You won't want your simulation to update the time step of a data set that is in the middle of being rendered. You need to introduce concepts such as valid sets, double buffered simulation results, etc.very true, but i don't seem to have experienced an increase in anomalies. just once every couple thousand frames, every 10 seconds or so.   ;  i declared my renderer synchronized and i'm going to pretend that makes me immune to sync issues haha   