Showing posts with label Game Development. Show all posts
Showing posts with label Game Development. Show all posts

Monday, October 14, 2013

Memory management 2/2

Wow after a year I finally manage to write this post.

Well, as promised we'll take a look at some memory management implementations (stack allocator, block allocator, pool allocator)

Motivation

Ok, so what's the motiviation behind all this? Why would we even need something like memory management? What's wrong about new and delete (or malloc and free if you're a C programmer)?

Well basically there's nothing wrong with using new and delete. It all depends on your use-case, code base complexity and overall performance.

Many developer out there will tell you to use malloc/new as little as possible and that you're doomed if you won't listen to them. Well that is probably true for AAA title but if you're just doing a small indie game or are just getting started with a little game then there's IMO nothing wrong with using malloc/free or new/delete.

If you're however working on a bigger game or even a console game, memory management will be unavoidable.

The reason for that is primary performance and secondary memory profiling/organisation (e.g. to make sure each subsystem is within its memory budget).

Whenever you're requesting memory by calling new/malloc, your operation system will most likely switch into so called 'Kernel Mode' to search for free memory in order to satisfy your memory request (some operation systems however implement malloc/new in a way that they'll get a bigger block of memory than you requested and will work with that block as long as it has enough free memory to satisfy your request - however to get that memory even these implementation have to switch to 'Kernel Mode' though they won't do it for each time you call malloc/new)

The switch from 'User Mode' to 'Kernel Mode' and back from 'Kernel Mode' to 'User Mode' is something that is considerably slow. If you're having a high amount of allocations per frame you'll run into serious performance problems using raw new/malloc to allocate memory.

Solution

The solution for this problem is - once you know it - pretty simple.

I'll only tell you how I implemented memory management in my engine. Other engines / games / projects will probably use different implementations / strategies...So don't get too fixed on this ;)

The solution is - in short - to just allocate a big block of memory using malloc/new and work with this block.
So instead of calling malloc/new each time you need memory, use the memory from one big block of memory which'll get allocated via malloc/new at the beginning of your application (for example). The costs from switching to 'Kernel Mode' and back will be eliminated by that and you can use some neat memory allocation pattern to make the best use of the allocated memory block.

Another benefit by this approach is IMO that you can exactly control how much memory your application allocates. So if you're working on a console with very limited memory, you can just allocate all available memory at the beginning of the application and then use that to satisfy all your allocations. Once all memory has been allocated and an allocation can not be satisfied you can just print a message and return NULL. (most consoles will probably just crash once you've requesting more memory than the console has to offer, so printing a message is definately a better way than just crashing)

The big question now is "what do we do with the memory block once we allocated it?" unfortunately you can't call malloc/new on that block to get slices of memory from it. What you'll have to do is implement your own memory allocation pattern to get memory out of that block.

Memory allocation pattern is what the next chapter will be about.

Memory allocation patterns


Stack Allocator

The easiest pattern to implement would be the stack allocator.

Basically the stack allocator just consists of a pointer to the current position in the memory block - it's like an offset from the start of the memory block.

For each allocation request, the stack allocator will return the current pointer. After satisfying the request the pointer will get increased by the size of the memory request.

Example:
At the beginning the memory offset of the stack allocator will be 0. So the current pointer will be pointing to the memory at the beginning of the memory block (as the current pointer = start of memory block + offset)

Let's assume the user wants to allocate 10 byte from the stack allocator. What happens is that the current pointer will get returned and the offset will get increased by the size of the requested memory (in this example the size would be 10).

To clarify that example here's some code:
 byte* beginning_of_memory_block = getMemoryBlock();  
 byte* requested_memory = beginning_of_memory_block + offset;   //offset = 0
 offset += sizeof(requested_memory); //10  
 byte* current_pointer = beginning_of_memory_block + offset;  //offset = 10
 setCurrentPointer(current_pointer);  
 return requested_memory  

This is simplified pseudo-code to illustrate the concept of the stack allocator.

Deallocation is even simpler. Just decrease the pointer by the size of the deallocated memory.

Note: Deallocation has to be in the reverse order of the allocation order. That's the big contra of using a stack allocator. You can't allocate and deallocate memory in arbitrary order!

Pool allocator

The pool allocator is also not that complicated to implement.

The theory about a pool allocator is it'll split a memory block into memory chunks of a specific size (for example the size of a user defined class). Each time you request memory, the pool allocator will go through its chunks and check if there's a free chunk - if there is, it will return that chunk.

There are multiple ways to implement a pool allocator.
One of the simpler implementations would be to use an array.

If you were to write a pool allocator class, you could use C++ templates to create that array on the stack.
 template<unsigned int SizePerObject,unsigned int AmountObjects>  
 class PoolAllocator  
 {  
 //... Costructor, Destructor etc.  
 private:  
    unsigned char m_Memory[SizePerObject * AmountObjects];  
 };  

To keep track of used chunks you could use another array that stores a boolean value per chunk to indicate whether the chunk is free or not
 template<unsigned int SizePerObject,unsigned int AmountObjects>  
 class PoolAllocator  
 {  
 //... Costructor, Destructor etc.  
 private:  
    unsigned char m_Memory[SizePerObject * AmountObjects];  
    bool m_FreeChunks[AmountObjects];  
 };  

If the user wants to allocate memory from the PoolAllocator you could implement it in a way that the allocate function iterates over the array until it finds a chunk that is free (m_FreeChunks[i] == true). You could then use the position of the free chunk to get the memory from the memory block itself.
 for(int i = 0;i < AmountObjects; ++i)  
 {  
    if(m_FreeChunks[i])  
    {  
      m_FreeChunks[i] = false;  
      return m_Memory[SizePerObject * i];  
    }  
 }  
 printf("StackAllocator could not satisfy memory request.");  
 return NULL;  

Deallocation is - like with the stack allocator- simpler than allocation.
For deallocation you just need to set the specific chunk the memory came from to 'not used' (m_FreeChunks[i] = true in our example).

Note: Due to its layout, a pool allocator can be used to allocate and deallocate objects in arbitrary order. However, the pool allocator can not be used to allocate memory of arbitrary size! 


Block allocator


The block allocator is the best of both worlds. Allocations/deallocations can be made in arbitrary order and in arbitrary size. But before you get too euphoric and forget about the two previous allocator pattern, note that the algorithm for allocating memory is more complex than the simplistic allocation algorithm of the pool and stack allogator. Therefore, excessive allocation/deallocation using the block allocator will be considerably slower than using a pool or stack allocator.

The theory behind the block allocator is to split the underlying memory block into several smaller memory blocks. But unlike the pool allocator we don't do that at the beginning using a constant size, but rather during allocation with a variable size. 

The used blocks will get saved in a internal array (or linked list) and on deallocation the block allocator tries to merge multiple deallocated blocks into a larger block, so that we'll end up with - again - one large memory block when all allocated memory from the block allocator has been deallocated.
 struct MemoryBlock  
 {  
    unsigned int StartPosition;  
    unsigned int EndPosition;
    bool Free;
 };  
 class BlockAllocator  
 {  
    //Constructor, destructor etc...  
 private:  
    unsigned char* m_Memory;  
    MemoryBlock* m_Blocks[AMOUNT_MEMORY_BLOCKS];  
 };  
This is a simplified declaration of a MemoryBlock struct and the BlockAllocator class.

The algorithm for allocating memory could look like this
 for(int i = 0;i < AMOUNT_MEMORY_BLOCKS;++i)  
 {  
    if(m_MemoryBlocks[i]->Free)  
    {  
      unsigned int newEndPos = m_MemoryBlock[i]->StartPosition + sizeof(AllocatedObject);  
      m_MemoryBlock[i]->EndPosition = newEndPos;  
      m_MemoryBlock[i]->Free = false;  
      createMemoryBlock(); //create new memory block  
      return m_Memory + m_MemoryBlock[i]->StartPosition; //return memory  
    }  
 }  
 printf("Block allocator - can not satisfy memory request");  
 return NULL;  

Again, this is just pseudo code ;).

I hope the informations provided in this and the last post was enough to give you a basic understanding of memory management in C++ and why it is important to know how to implement your own allocator.

If you still have questions or don't understand my examples, feel free to contact me.

In the next post I'll probably talk about the interaction between your game engine and an external game editor.

Monday, March 5, 2012

New splitscreen approach.

As posted here, I implemented a splitscreen mode for the engine.
The implementation is sort of dirty as all graphics are getting recreated per camera.

For instance: you want to draw a graphic with 4 player split screen.The graphic will then get created 3 times (1 graphic for each camera). That ensures that every camera has its own graphic with which it can do what ever it wants (like zoom, rotation, etc.)

As you can imagine, that is quite expensive and for many graphics on screen pretty memory consuming.
That seemed like a wasteful but working implementation until now.

It's just theoretical, but I'm pretty sure it is possible to reimplement it so that every graphic will only get drawn only for one camera per tick. If there's more than one camera, the graphic will get drawn for the next camera the next frame.

It'll go like this (C style pseudocode):

 void draw(IGraphic graphics*[]){  
      if(CURRENT_CAMERA < AMOUNT_CAMERA){   
           CURRENT_CAMERA = 1;               // Start from first camera  
      }  
      for(int i = 0;i < AMOUNT_GRAPHICS;i++){ //go through all graphics.  
           m_cameras[CURRENT_CAMERA]->draw(graphics[i]); //draw graphics into buffer of the current camera  
      }  
      CURRENT_CAMERA++; //Increment to camera counter and leave the draw function.  
 }  

So if the game uses 3 cameras it'll look like this:

Frame 1 : Draw graphics for camera 1
Frame 2 : Draw graphics for camera 2
Frame 3 : Draw graphics for camera 3

Frame 4 : Draw graphics for camera 1
Frame 5 : Draw graphics for camera 2
Frame 6 : Draw graphics for camera 3
....

I don't know if this implementation will cause a big delay, but I guess it's for me to find out ;)

Edit:
This approach will obviously split the FPS in half.
e.g. 60FPS / 2 Cameras = 30 FPS per camera.

That means that the game needs to run with ~120 FPS to look smooth with 4 cameras....
Shouldn't be a problem with a 2D game.

Monday, January 23, 2012

Splitscreen

Wohoo!
10 lines of code changed = splitscreen :) (Up to 4 cameras will be supported by the engine)


New arrivals!

Today the new books I ordered got delivered!
Including:

Unfortunately my exams are starting tomorrow. I guess I'll have to wait until my exams are over until I can start reading these books, altough I couldn't stop me to take a quick glance at the C++ book ;).

In addition, I hope the math book is good. I'm slightly starting to get to the boundries of my mathematical knowledge :-/.


Saturday, January 21, 2012

Generic 2D collision system.

Today I want to explain the system I use in my engine for collision detection.
I tried to keep the collision system as generic as possible.

My engine provides a class called "CollisionComponent". You can add one or more components to a game objects to make them collidable. (Collision detection is done via collision rectangles).

To make the collision handling as generic as possible I decided to realize the handling "response" (the point where it'll get decided what to do with the collided objects) with function pointers.

You can "subscribe" gameobjects via typename (String) or a specific id (int) and with a pointer to a function that receives two pointer to game objects(first is the object that did "the impact" and the second is the object that got hit) and returns void.

Here's a little code snippet to make it more clear how that works:
 void collision_handler(GameObject *object1,GameObject *object2)  
 {  
    //...Do fancy stuff here  
 }  
 int main()  
 {  
    GameObject object1("Type1");  
    GameObject object2("Type2");  
    //...  
    //...  
    CollisionComponent *collComp = new CollisionComponent();  
    CollisionComponent *collComp2 = new CollisionComponent();  
    object1.addComponent(collComp);  
    object2.addComponent(collComp2);  
    //..  
    //subscription with type  
    CollisionManager::subscribe(object1.getType(),object2.getType(),collision_handler);  
    //..  
    //subscription with id  
    CollisionManager::subscribe(object1.getID(),object2.getID(),collision_handler);  
    //..  
 }  

The difference between subscription via type and id is that multiple game object can have the same type (for very generic collision handling like "bullet hits player" or "weapon hits enemy").If you want to make more specific collision handling you can use the subscribe function that uses ids because the ids of the objects are unique.

The only problem is that each tick each game object gets checked with every other game object.
That's not very performant, but I don't know how to do it better, yet.

Monday, December 5, 2011

Make your Engine more dynamic!


When I started to program my Engine, I wanted to create a somewhat portable Engine.
I wanted to support different libraries like OpenGL, OpenAL or DirectX to make my Engine run under Windows and other platforms.

My first attempt was to differentiate with the Preprocessor variables given by the OS
(For example _WIN32 under Windows).

That worked, but was somewhat ugly...

It was indeed so ugly that I decided to give it another try.
So I split everything into separate dynamic libraries.

At the end I had one library for every replaceable feature of my engine.
Here are some of them:

K15_GraphicModule.dll / K15_GraphicModule.so
K15_SoundModule.dll / K15_SoundModule.so
K15_InputQueueModule.dll / K15_InputQueueModule.so
They were implement as subsystems.

I'll try to explain the idea behind the subsystems by the example of the GraphicModule.

The GraphicModule is, for example, a subsystem of the Engine's GraphicManager.
The GraphicManager will try to find a "K15_GraphicModule.dll" or "K15_GraphicModule.so" (depends on the OS) in it's initialize function. When it finds the dynamic library, it loads it and tries to perform the function "createGraphicModule()" within the library.

The function createGraphicModule will return an implementation of a GraphicModule interface that is declared inside the Engine's library file.

Here's some code to clarify my example.

 GraphicManager::GraphicManager  
 {  
      typedef createGraphicModule IGraphicManagerModule* (*createGraphicModule)(void);  
      DynLib graphicLib("K15_GraphicModule") // load library (without extension...Determined by the current OS)  
      if(graphicLib.loadedSuccessful()){ //Check if library has been loaded.  
           createGraphicModule func = (createGraphicModule)graphiclib.getFuction("createGraphicModule");  
           if(func != NULL){ // function loaded?  
                this->m_subsystem = func(); //get Subsystem from dynamic library.  
           }  
      }  
 }  

This system allows me to switch between OpenGL and DirectX just by replacing the dynamic library files...Or to switch from Windows File Manager to some Unix File Manager just by replacing the library file.

I just implemented this system about a few days ago, so I don't know how well that will work in an actual game...But it's only a matter of time 'till I know it ;-)

Sunday, June 5, 2011

Personal point of view (game engine).

(This post is absolutely IMHO so if you disagree with some points, that's just fine ;) )

Since I'm registered in the GameDev.net forum I noticed many people who were quite clueless wether they should make their own game engine or use a premade one.

I kept asking these questions myself back in the days I started game development and so I though it would be a good idea to make a little post about my personal point of view when it comes to game engines.

Before I start, I'll give you some examples of what I'd like to call good premade game engines:
  • Ogre3D (which is open source)
  • Unreal Development Kit (which is free for non commercial games (I was surpised when I heard about this))
  • Unity3D
  • RPG Maker (Which I made my first game with back in 2001...Man, that game was shitty!)
Check out the websites of these engines to learn more about them.

The first thing you should ask yourself when it comes to choose between selfmade and premade is why you want to make a game (engine).

Are you doing it for the sake of learning or just to, well..., make a game?
And, secondly, are you just doing it for fun or to make some sort of portfolio to get your foot into the industry (and if so,what kind of job do you wish to get? Developer, designer, etc.)?

Thats the points you should be certain about.

If you just want to make a game and don't care about the stuff going on in the background you should be fine with a premade engine. The learning curve should be much higher compared to a selfmade engine. (If you wish to work as a designer even a level editor like the Hammer editor from Valve (which you can get on Steam), or the Unreal ED (which is included in the above mentioned UDK and a part of nearly every installation of a Unreal related game (Unreal Tournament,Unreal)) should be enough to improve your portfolio).

I know that many people disagree with me on this point, but if you are interested in how things work (and especially as a developer) you should definitely start with your own engine. I learned tons of stuff since I started to work on my own 2D engine. Of course, programming your own engine shouldn't be your first project. I would recommend you to start with 2-3 simple games like Pong,Tetris or Pacman(especially Pacman is harder to realize then you might think at first) to get a feeling what components it takes to make a game.

If you are interested in starting your own engine, I can recommend the following books:
If you're stuck at one point and definitely have no idea what's wrong you should register in the above mentioned GameDev forum and search for your issue...Maybe some guy had the same issue before.