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Re: A7 And Multi Threading
[Re: HeelX]
#111140
02/07/07 13:53
02/07/07 13:53
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
Rabbit Developer
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Rabbit Developer
Joined: Apr 2005
Posts: 3,815
Finland
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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."
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Re: A7 And Multi Threading
[Re: jcl]
#111143
02/07/07 17:50
02/07/07 17:50
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Joined: Jun 2003
Posts: 1,017 Germany
Thomas_Nitschke
Senior Developer
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Senior Developer
Joined: Jun 2003
Posts: 1,017
Germany
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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?
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Re: A7 And Multi Threading
[Re: William]
#111146
02/08/07 08:01
02/08/07 08:01
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
Rabbit Developer
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Rabbit Developer
Joined: Apr 2005
Posts: 3,815
Finland
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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."
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Re: A7 And Multi Threading
[Re: Puppeteer]
#111148
02/08/07 18:38
02/08/07 18:38
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Joined: Jul 2000
Posts: 8,973 Bay Area
Doug
Senior Expert
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Senior Expert
Joined: Jul 2000
Posts: 8,973
Bay Area
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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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