Sorry guys, forgot to test the new code before I checked it in. :oops:
Should be fixed in 2381.
The change was to make multithreaded mode actually do something -- before it was splitting drawing into a separate thread from everything else, but they were running in series because when I'd run them in parallel they'd cause crashes due to one thread changing data while the other was trying to access it. Putting proper locks everywhere was negating the performance increase. The code now uses multithreading for calculation of car physics only, so each car gets its own thread. This doesn't result in a huge speedup (the physics code is pretty fast, especially with optimizations on), but it's at least something, and was easy to add.
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