Hi, regarding
>separate >render thread to make use of swap buffer wait time, etc it seems, that better than to say tough - to offer possible ways to implement or provide examples. I cannot say - where ideas - how to implement can be put so that they are not lost (wiki ?) - but few spare thoughts on possible implementations. in simplest case ( three times memory overhead plus copy state overhead) - there could be three containers (lists or maps etc ) for simulated objects. physics and logic thread updates thirst container, then after update - it is swapped with second container ( though current state is copied if object state is changed so that, ex position is continuously updated with relevant current state in physics code), render takes info from third container - just before rendering it swaps third and second container ( not sure for copy - but some check so that old data from second container does not go to third might be needed ). it might be done better using messages: see example here http://software.intel.com/en-us/articles/smoke-game-technology-demo/ ( there were docs and video presentations on architecture ( they could be found if searched in google ). it really will take time to get to idea, but overall the system is fairly comprehensible and could be used for BGE. Regards Sergey _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers