El lun, 08-08-2005 a las 08:49 -0500, Jeffrey "botman" Broome escribió: [..] > > Threads in games are REALLY hard to do properly. Game developers > working on next generation consoles (Xbox360, PS3, etc.) are spending a > lot of time and effort trying to create game engines that will handle > multiple threads (and/or multiple processors) efficiently. It's > difficult to take what has always been a sequential sequence of events > (get input, move objects, render frame, repeat) and make threads or > tasks that divide up this work without spending a lot of extra time > trying to synchronize things between processors or threads.
Maybe games can be designed to work like small os. With a sound 'daemon-server' that consume commands that a client emit. A graphic daemon that render the world, and a 'gamelogic' thread. Example of a producer/consumer: http://java.sun.com/docs/books/tutorial/essential/threads/synchronization.html I think games are system software, not business software. This why still some people write games with C/C++, and business use VB and Java. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

