Martin Nicholls wrote:
I'm actually wondering what's to say that it actually will put more strain
on a server? Nothing about the changes suggests to me that it necessarily
will (granted not that it won't by any means).
As for being threaded not helping much; I can see obvious places where you
can thread the server, whereas it's the client that's harder to thread and
improve anything. Not saying you can't with the client by any means or that
it has improved much with the server - but you'd expect it would be harder
to do with the client than the DS from an architectural aspect for sure.
All of the above shouldn't be taken as a replacement for me knowing anything
specific, just mainly guesswork, but threading is a server 'tool' more than
a client tool just because it's more easy to say things like "this is a
client, this is a thread for that client" and other methods of doing
fun/obvious things that aren't necessarily that obvious when coding the
client.
I remember reading an article last year about how valve was going to be
heading towards more multi-threaded code. I have not heard much about
it since, but then again have not been paying much attention. Is TF2
going to be a test bed for a valve game being multi threaded?
Kevin
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