[gameprogrammer] Re: What do the new processors mean for game programming?

  • From: Brian Barrett <brian.ripoff@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Fri, 4 Mar 2005 13:23:15 +0000

i've never done multithreading, but i would reslove this by dividing
the map into multiple areas, depending on the number of threads you
want. each area would contain objects, and the main thread that does
all the other stuff (drawing, sound, iunput, whatever) could get the
smallest area. when an object leaves an area, it signals the thread
that belongs to the area it is entering. AI could be localised; based
purely on what objects are in an area, though that would require areas
to be specially set up so you could have some globals ( player
position etc ) so the ai don't ignore everything in other areas. the
main thread could query the other threads and get them to draw( if
that is even possible, i don't know), or all other threads could
signal the main one what to draw, it would also be difficult to work
out collision on the borders


---------------------
To unsubscribe go to http://gameprogrammer.com/mailinglist.html


Other related posts: