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I wan't to see how UE3 handles threading.... say BotMan ;) Shouldnt GearBox
be working on some newfangled next gen title using a certain engine ;)

On 8/9/05, Patrick Flanagan <[EMAIL PROTECTED]> wrote:
>
> As he said, it's very difficult to write a well threaded game, there's
> tons of synchronization that needs to take place, and it becomes
> debugging hell. I don't know about HL2, but with Doom3 originally they
> had planned to have the rendering running on one thread and the
> physics and sound each running on separate threads, but during
> development it was a nightmare to code and they eventually gave up
> because of too many synchronization problems between the threads. They
> ended up with one thread for sound (which accounts for very little cpu
> time) and everything else in the other thread.
>
> The problem is that usually the tasks you're doing aren't easily
> parallelizable. You've got to receive all the input before you can run
> the next frame,and you've got to run the frame before the renderer can
> render that frame. Similiar with physics, you could easily thread it
> if all the objects only interacted with the world, but since they can
> potentially interact with each other, you can end up with a lot of
> problems. Sure you can have different threads running different tasks,
> but typically the other threads are going to be blocked waiting for
> the previous thread to finish its processing for that frame so that
> the next thread can start its processing for that frame. Since nothing
> is running in parallel then, you don't get any advantage from using
> multiple threads. And thats assuming the code is written correctly,
> which isn't exactly a cakewalk :)
>
>
>
> On 8/8/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> > Damien wrote:
> > >
> > > Maybe the Valve developpers may think about Thread implementation, to
> let
> > > coders use threads in their mods/plugins. Because the first problem
> I've
> > > found for thread coding is that thread implementation in linux and
> windows
> > > are VERY different... So if the engine could give some Thread
> > > primitives, it
> > > may be better (I mean thread_start, thread_stop,thread_yield, and
> basic
> > > mutex functions)...
> >
> > 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. It seems
> > like it would be a simple task to just make separate things run on
> > separate processors, but there is quite a lot of inter-dependency
> > between things in the world, so many times you can't perform
> > calculations on thing A until thing B has been updated, and thing B may
> > depend on thing C and D, etc.
> >
> > Not only does the creating of the code become much more difficult, but
> > the debugging of the code becomes a nightmare (because you pretty much
> > need a separate debugger for each thread or processor).
> >
> > --
> > Jeffrey "botman" Broome
> >
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> >
>
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- Ben Davison
- http://www.shadow-phoenix.com
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