Hi, Thanks for your answers Ludovic and Clinton.
> An alternative approach could use a thread per script. By the way, I have a question about threads: is there a way to kill a running thread? For example when the current game screen changes, all current scripts are terminated. Or does this need to be implemented manually? > > Yeah, I was trying to avoid introducing threads in the engine :) > > But it sounds like the only usable solution as of now. > > It's actually not silly now that we've entered the multicore era. That's a pro, but there are cons too :/ - this kind of game engine has hardly anything runnable in parallel - all the game globals need to be properly mutex'd - or threads executions need to be serialized which defeats the point Another pro though is that all of us masochists love debugging multithread programs ;) I'll try these solutions with my toy project and see how they fair with performances/complexity :) Thanks, -- Sylvain
