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Re: A7 And Multi Threading [Re: HeelX] #111139
02/07/07 13:52
02/07/07 13:52
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
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Puppeteer  Offline
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Joined: Jan 2007
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Deutsch Niedersachsen
Youre right inestical (I said it before )
But I think its kind of stupid cause the cores arent in full use...


Formally known as Omega
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Re: A7 And Multi Threading [Re: HeelX] #111140
02/07/07 13:53
02/07/07 13:53
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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Inestical  Offline
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I can remember jcl speaking about threads while illustrating something.
If I'm right there is 3 threads.. or then not. Physics and entities were in their own thread indeed.


"Yesterday was once today's tomorrow."
Re: A7 And Multi Threading [Re: Inestical] #111141
02/07/07 16:58
02/07/07 16:58
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Posts: 4,615
Cambridge
i thought a6 was a single threaded engine. try it yourself, open up the task manager and watch the thread count when running the engine.

Re: A7 And Multi Threading [Re: Joey] #111142
02/07/07 17:22
02/07/07 17:22
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

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Joined: Jul 2000
Posts: 28,024
Frankfurt
Physics used an own thread in early A6 versions, but the latest versions (since 6.31) use the same thread as the engine. Videos still use an own thread, though.

Re: A7 And Multi Threading [Re: jcl] #111143
02/07/07 17:50
02/07/07 17:50
Joined: Jun 2003
Posts: 1,017
Germany
T
Thomas_Nitschke Offline
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Thomas_Nitschke  Offline
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Joined: Jun 2003
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Germany
Just out of interest - why doesn't the physics engine use its own thread anymore?


Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Re: A7 And Multi Threading [Re: Thomas_Nitschke] #111144
02/07/07 17:54
02/07/07 17:54
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

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Joined: Jul 2000
Posts: 28,024
Frankfurt
Because the physics engine is controlled by the script engine in real time. It would be awkward to send all control messages to a different thread.

Re: A7 And Multi Threading [Re: jcl] #111145
02/08/07 07:53
02/08/07 07:53
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Posts: 2,320
Alberta, Canada
Is multithreading being limited by Lite-C/C-script then? I don't know much about how one would pull of it, but it seems as though it's going to eventually be necessary.


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Re: A7 And Multi Threading [Re: William] #111146
02/08/07 08:01
02/08/07 08:01
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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Inestical  Offline
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I was thinking..

How about letting the user create the threads (of course, the 'hard parts' like variable/function locking and handling done by engine) so user could create his/her own system for making multithreaded games?

Sounds and is tricky and hard.. but suggestion in the end ^^


"Yesterday was once today's tomorrow."
Re: A7 And Multi Threading [Re: Inestical] #111147
02/08/07 12:58
02/08/07 12:58
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
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Puppeteer  Offline
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Deutsch Niedersachsen
I dont think that the engine should do the functions in one thread...
If each thread has his own Temp and one thread does the AI another the movement and the next one animation....
This should work too, wouldn't it?


Formally known as Omega
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Re: A7 And Multi Threading [Re: Puppeteer] #111148
02/08/07 18:38
02/08/07 18:38
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
Senior Expert
Doug  Offline
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Joined: Jul 2000
Posts: 8,973
Bay Area
The short answer is, ideally, that your code will remain the same, and all the hard work is done by Conitec.

The most common solution to multi-threaded games is to split things up into large groups (sounds, physics, graphics, AI) and put each of those in their own thread.

Using this method, all of your C-script functions would run on a single thread (AI). They will run just like they do now but, instead of getting 5-10% of the CPU time each frame they can have 100%.


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