I am trying to get a crowd simulation working on the GPU … I have skeleton data that i re-use for all the characters and several different animation data.
When I run the simulation in EmuDebug mode everything seems to be working fine. However in release mode the characters seem to be swapping between different animations.
In my program each thread handles a single character and reads skeleton and animation data from global device memory. My guess is the simultaneous access of the same animation data by different threads is causing the problem.
Any pointers to possible solutions would be very helpful.