Re: [hlcoders] Threaded plugin

2005-08-08 Thread Jeff Fearn
On 8/8/05, Damien <[EMAIL PROTECTED]> wrote: > >> But are there dedicated functions in the engine to do multithreading, or > >> should I include myself the thread libraries (win and linux) ? > > > > AFAIK, there isn't anything in the Half-Life or Half-Life engine that is > > threaded (and the engin

Re: [hlcoders] Threaded plugin

2005-08-08 Thread Ben Davison
-- [ Picked text/plain from multipart/alternative ] If you talk i'll give you a bit of fluff, 2 pencils and some floss. On 8/9/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > > Ben Davison wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > I wan't to see how UE3 handles

Re: [hlcoders] Threaded plugin

2005-08-08 Thread Jeffrey \"botman\" Broome
Ben Davison wrote: -- [ Picked text/plain from multipart/alternative ] I wan't to see how UE3 handles threading say BotMan ;) Shouldnt GearBox be working on some newfangled next gen title using a certain engine ;) No comment. -- Jeffrey "botman" Broome

Re: [hlcoders] Threaded plugin

2005-08-08 Thread Ben Davison
-- [ Picked text/plain from multipart/alternative ] I wan't to see how UE3 handles threading say BotMan ;) Shouldnt GearBox be working on some newfangled next gen title using a certain engine ;) On 8/9/05, Patrick Flanagan <[EMAIL PROTECTED]> wrote: > > As he said, it's very difficult to write

Re: [hlcoders] Threaded plugin

2005-08-08 Thread Patrick Flanagan
As he said, it's very difficult to write a well threaded game, there's tons of synchronization that needs to take place, and it becomes debugging hell. I don't know about HL2, but with Doom3 originally they had planned to have the rendering running on one thread and the physics and sound each runni

Re: [hlcoders] Threaded plugin

2005-08-08 Thread Tei
El lun, 08-08-2005 a las 08:49 -0500, Jeffrey "botman" Broome escribió: [..] > > 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 > mult

Re: [hlcoders] Threaded plugin

2005-08-08 Thread Jeffrey \"botman\" Broome
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 Threa

Re: [hlcoders] Threaded plugin

2005-08-08 Thread Jeffrey \"botman\" Broome
Jeffrey "botman" Broome wrote: AFAIK, there isn't anything in the Half-Life or Half-Life engine that is threaded (and the engine API routines aren't thread safe). If you are trying to make a plugin that has multiple threads you will need to implement your own system of locking (i.e. semaphores

Re: [hlcoders] Threaded plugin

2005-08-08 Thread Damien
But are there dedicated functions in the engine to do multithreading, or should I include myself the thread libraries (win and linux) ? AFAIK, there isn't anything in the Half-Life or Half-Life engine that is threaded (and the engine API routines aren't thread safe). If you are trying to make a

Re: [hlcoders] Threaded plugin

2005-08-08 Thread Jeffrey \"botman\" Broome
Damien wrote: Thanks for the precisions. But are there dedicated functions in the engine to do multithreading, or should I include myself the thread libraries (win and linux) ? AFAIK, there isn't anything in the Half-Life or Half-Life engine that is threaded (and the engine API routines aren't

Re: [hlcoders] Threaded plugin

2005-08-08 Thread Damien
Thanks for the precisions. But are there dedicated functions in the engine to do multithreading, or should I include myself the thread libraries (win and linux) ? Damien - Original Message - From: "Alfred Reynolds" <[EMAIL PROTECTED]> To: Sent: Friday, August 05, 2005 7:29 PM Subject: