On 5/2/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote:

I assume that with all these options you mean to somehow prioritize the
game logic above I/O ?
Events seem the easiest way of controlling that.

Threads will gain us little while costing a lot of trouble. The main
reason for using threads should be to be able to take advantage of
systems with multiple processors. If all you want is to make sure some
part of the processing (i.e. game logic in this case) gets prioritized
above other parts (graphics rendering). Then threads will require
explicit serialization, i.e. suspending the graphics thread until the
game logic thread has finished one cycle. And if you do that you would
never have needed threads to accomplish the same in the first place.

So my advice, if your working on an event based system already: stick
with it.

--
Giel

Giel is right.I think a timer to test whether the render has spent too much
time should be enough,pseudo code:
for
if (renderUsedTime > 1000/framepersecond - estimatedGameLogicsTime)
sleep renderer a few game frames and render the retained frame buffer during
this period
else
normal operation

input/output shouldnt be a major threat to gamelogics update,though in
original 1.10 source it did have a separate thread for I/O.
_______________________________________________
Warzone-dev mailing list
Warzone-dev@gna.org
https://mail.gna.org/listinfo/warzone-dev

Reply via email to