On 8/8/05, Damien <[EMAIL PROTECTED]> wrote:
> >> But are there dedicated functions in the engine to do multithreading, or
> >> should I include myself the thread libraries (win and linux) ?
> >
> > AFAIK, there isn't anything in the Half-Life or Half-Life engine that is
> > threaded (and the engine API routines aren't thread safe).  If you are
> > trying to make a plugin that has multiple threads you will need to
> > implement your own system of locking (i.e. semaphores or mutexes) to
> > insure that no more than one engine API call is happening at the same
> > time in the context of that plugin.
>
> Snif...
> Ok, I'll implement threads myself...
>
> 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)...

Read 
http://www.next-gen.biz/index.php?option=com_content&task=view&id=510&Itemid=2

It's about the new consoles but it's not a big step from multi-core
back to multi-threads.

This is an interesting quote "People who were marginally productive
before, will now be people that you can't afford to have write engine
or game code."

No PS3/XBox360 soup hacking for you! ... or me ;)

Jeff

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