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.


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