So, I\'m working on a game engine, and I\'ve made pretty good progress. However, my engine is single-threaded, and the advantages of splitting updating and rendering into separa
I would suggest going pipeline with this architecture, meaning that the render stage will render all the elements updated on the previous frame, it would go like this:
Update 0
Update 1 Render 0
Update 2 Render 1
Update 3 Render 2
....
it would mean that your game will use more memory and all the objects will have to have per frame states / data
if you introduce more layers in this pipeline your game will suffer from input lag (meaning the user will see his action on the screen later then normal), so I suggest to using just this 2 stage pipeline