Damien wrote:
Maybe the Valve developpers may think about Thread implementation, to let coders use threads in their mods/plugins. Because the first problem I've found for thread coding is that thread implementation in linux and windows are VERY different... So if the engine could give some Thread primitives, it may be better (I mean thread_start, thread_stop,thread_yield, and basic mutex functions)...
Threads in games are REALLY hard to do properly. Game developers working on next generation consoles (Xbox360, PS3, etc.) are spending a lot of time and effort trying to create game engines that will handle multiple threads (and/or multiple processors) efficiently. It's difficult to take what has always been a sequential sequence of events (get input, move objects, render frame, repeat) and make threads or tasks that divide up this work without spending a lot of extra time trying to synchronize things between processors or threads. It seems like it would be a simple task to just make separate things run on separate processors, but there is quite a lot of inter-dependency between things in the world, so many times you can't perform calculations on thing A until thing B has been updated, and thing B may depend on thing C and D, etc. Not only does the creating of the code become much more difficult, but the debugging of the code becomes a nightmare (because you pretty much need a separate debugger for each thread or processor). -- Jeffrey "botman" Broome _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders