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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

