Quoting Curtis Olson:

> On 11/7/06, Frederic Bouvier <[EMAIL PROTECTED]> wrote:
>
> > FGFS doesn't use threading much at that time. Only for the scenery loader
> > and
> > metar. One can thing of putting the FDM or AI in other threads, or maybe
> > even
> > divide the viewport into small areas that could be rendered in parallel. I
> > don't know if its doable, but for now, you will only see an improvement
> > running
> > multiple programs in parallel. As you already see, Atlas or Terrasync can
> > run on
> > their own core and not disturb FG.
>
>
>
> In FlightGear we intentionally minimize the use of threading to places where
> there is a huge need.
>
> Adding a thread significantly increases the complexity of the code and can
> hide a large variety of execution order and timing problems which can be
> incredibly difficult to debug and fix.
>
> If we are ever add additional threads, it will be only because we are forced
> to by clear and overwhelming performance considerations (and not for design
> or preference reasons.)

Ok, but you have to acknowledge that the trend is to multiply the number of
cores that are possibly less porwerful on their own. Look the frequencies : 2
years ago, you had one core clocked over 3Ghz, now 2 cores are clocked at about
2.4 / 2.6 Ghz, and both Intel and AMD are announcing/releasing Quad core these
days.

So, if we don't want FG not using more than 50% CPU, and perhaps not more than
25% further in time, we will have to go to that direction.

-Fred

--
Frédéric Bouvier
http://frfoto.free.fr                      Photo gallery - album photo
http://www.fotolia.fr/p/2278/partner/2278  Other photo gallery
http://fgsd.sourceforge.net/               FlightGear Scenery Designer

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