i recognized that when i minimize the window of our game that i can't restore it by clicking ob the tab in the taskbar (results in just the error ping sound). Through updating to older revision i found out that this is caused through the multithreading initialize.
if (Environment.ProcessorCount > 1)
{
for (int i = 0; i < Environment.ProcessorCount; i++)
{
space.threadManager.add();
}
space.useMultithreadedUpdate = true;
}
When i simple comment this part out it works fine. I throught it was a problem of BEPU and checked the demos. But there the minimize and restore works fine with multithreading. Uncommented some mouse und cameraupdate parts to make this even possible.
Do you have any idea why it doesn't work in our game?I know this can caused by several other thinks like our inputsystem. But in fact, don't use multithreadinginitialization works. So may i just forgot to inform BEPU when the app goes inactive or something like this.
I'm not aware of any direct reason that using multiple threads in the thread manager would interfere with maximizing an application. The operating system should be able to handle scheduling the threads while minimized without any problem, as it appears to do in the demos case.
How much of the CPU is being used when it is stuck minimized versus working normally? What kind of processor do you have? If you'd like, I can also try running it on my computer (quad core Q6600 processor) to see if the problem can be reproduced on different systems.