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

Reply via email to