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- To: linuxgames@sunsite.auc.dk
- Subject: Threads
- From: Keith Lucas <keith@fysh.org>
- Date: Wed, 9 Aug 2000 10:03:28 +0100 (BST)
- Delivered-To: mailing list linuxgames@sunsite.auc.dk
- Delivery-Date: Wed, 09 Aug 2000 05:04:18 -0400
- Mailing-List: contact linuxgames-help@sunsite.auc.dk; run by ezmlm
- Reply-To: linuxgames@sunsite.auc.dk
We're considering using threading systems to make our software a bit
easier to write and slightly more modular, and I was wondering what
the "state of the art" in systems design for games using threading
looks like.
Is it used?
Or is it still all too new fangled, like C++ was a bit ago?
Are people doing coarse threading: one to do the rendering, one to do
the AI, one to do the networking?
Or are they doing things like running a thread for every agent in the
world to do its own AI?
I can see plusses and minuses all up and down, I'm looking for some
datapoints...
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