Gamedev Hub

Threading in Games

Modern CPUs have many cores, but games are notoriously difficult to parallelize because of tight data dependencies. Modern engines have moved away from “system-per-thread” (e.g., Audio Thread, Physics Thread) toward Task-Based Job Systems.

1. Task-Based Job Systems

Instead of long-lived threads, you break work into thousands of small “Jobs.”

2. Key Synchronization Concepts

Parallel programming is about managing state.

3. The “False Sharing” Trap

This is a silent performance killer.

4. Simple Parallel Loop (C++)

void ProcessParticles(std::vector<Particle>& particles) {
    // Split 10,000 particles across 8 cores
    const int numTasks = 8;
    const int chunkSize = particles.size() / numTasks;

    for (int i = 0; i < numTasks; ++i) {
        JobSystem::Execute([=, &particles]() {
            int start = i * chunkSize;
            int end = (i == numTasks - 1) ? particles.size() : (i + 1) * chunkSize;
            
            for (int j = start; j < end; ++j) {
                UpdateParticle(particles[j]);
            }
        });
    }
    JobSystem::WaitForAll(); // Barrier synchronization
}

5. Summary