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A7 And Multi Threading #111129
02/06/07 20:53
02/06/07 20:53
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline OP

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Matt_Coles  Offline OP

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Will the A7 engine take advantage of the newish multithreading technology, for example the Core 2 QX6700? Not many engines support multithreading in games and just run off the one strand, don't utilize the other processors.

Re: A7 And Multi Threading [Re: Matt_Coles] #111130
02/07/07 06:32
02/07/07 06:32
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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I was also wondering what plans there is to implement some kind of multi threading support in the next couple years? I guess Supreme Commander's engine uses multi threading and gains major FPS from it. As well, more and more people buy dual core cpus everyday, and soon quadcore. Does this require an full engine rewrite to pull off?


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Re: A7 And Multi Threading [Re: William] #111131
02/07/07 07:30
02/07/07 07:30
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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hm? Gamestudio isn't multithreaded yet? Somehow I do think that GS is already multithreaded.

But indeed, the newer multithreading techniques would be nice to see in action.


"Yesterday was once today's tomorrow."
Re: A7 And Multi Threading [Re: Inestical] #111132
02/07/07 07:50
02/07/07 07:50
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline OP

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only the bsp compiler supports multiple processors

Re: A7 And Multi Threading [Re: Matt_Coles] #111133
02/07/07 08:53
02/07/07 08:53
Joined: Apr 2005
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Finland
Inestical Offline
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erm, isn't multiprocessor support bit different than multithreading?
multithreading is kinda version of multitasking, that most unix and windows use.


"Yesterday was once today's tomorrow."
Re: A7 And Multi Threading [Re: Inestical] #111134
02/07/07 12:27
02/07/07 12:27
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
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But Multiprozessing the script has many problems for us...
For example Temp would change quiet often
So maybe one Core for Physiks, one for the script or something like that would only work


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Re: A7 And Multi Threading [Re: Puppeteer] #111135
02/07/07 13:36
02/07/07 13:36
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30...
Frederick_Lim Offline
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22�21'24"N 114�07'30...
One core for networking/multiplayer, one core for physics, one core for script, one core for sound...

Re: A7 And Multi Threading [Re: Frederick_Lim] #111136
02/07/07 13:39
02/07/07 13:39
Joined: Jan 2007
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Deutsch Niedersachsen
Puppeteer Offline
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or like that...
But i think they wont do the same hard work....
script core 100%
sound core 5%
network 20%
physiks 70%
so thats unfair


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Re: A7 And Multi Threading [Re: Puppeteer] #111137
02/07/07 13:46
02/07/07 13:46
Joined: Apr 2005
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Finland
Inestical Offline
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that wouldn't work.
if the engine would be threaded, I'd think that there would exist thread for every entity or

Entity/Scene
Physics
Miscellianous (nature, sound etc)

But that alone would require the 'threader' to know how to avoid locks and how to keep everything in sync. Passing values in wrong way may chrash the program.

I'm targeting to the fact that you want multithreading without knowing what it is.


"Yesterday was once today's tomorrow."
Re: A7 And Multi Threading [Re: Inestical] #111138
02/07/07 13:49
02/07/07 13:49
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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As far as I know, the physics engine runs in an own thread, but thats all.

Cheer.

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