True, but is a one-man-band capable of producing a game for dual core processors and dual video cards in time to sell it before the next great thing? I don't think so. The threading is easy enough per se, but it's all the technical stuff you have to do IN those threads that's the bummer! ----- Original Message ----- From: "Bob Pendleton" <bob@xxxxxxxxxxxxx> To: "Gameprogrammer Mailing List" <gameprogrammer@xxxxxxxxxxxxx> Sent: Thursday, March 03, 2005 4:28 PM Subject: [gameprogrammer] Re: What do the new processors mean forgameprogramming? > On Wed, 2005-03-02 at 10:34 +0000, Trollfiddler wrote: >> Of course if you want to sell games you have to go to the lowest common >> denominator machines. Even the best commercial games claim to run on P3 >> boxes with 64MB of RAM (lol). So getting all steamed up about >> multi-threading is probably a bit premature. The vast majority of the >> market >> (PC anyway) are still sitting with machines they bought years ago. > > Yes, but... at a best guess based on a quick google search it looks like > Intel has sold several 10s of millions of HT Pentium 4 processors. Both > Intel and AMD have announced dual core chips that are supposed to ship > this year. Games designed to run on the hottest computers of 2006 can, > maybe, ignore those machines, but games coming out in 2007 need to take > advantage of dual core and HT processors. > > Two years is not that long a schedule for developing tools and even for > developing games. So, the people who worry about it now will be ready > when it matters. I wouldn't get all worried about it for a game that is > going to ship in 2005. Unless I could get a boost from using threads on > on current HT Pentium 4s. > > At this stage it is sort of like worrying about SLI video cards. I doubt > anyone is going to build a game that requires dual video cards to run. > But, you can be sure that new games are going to run on dual cards and > are going to give you some great eye candy on those systems. > > Bob Pendleton > >> >> If you're looking for a good fast Java games engine, then have a look at >> J >> Monkey Engine. It's back in business and free. Feature list is far from >> complete, but by the time you have a worthwhile game ready it should all >> be >> there. >> >> Cheers, >> >> Troll. >> >> ----- Original Message ----- >> From: "Bob Pendleton" <bob@xxxxxxxxxxxxx> >> To: "Gameprogrammer Mailing List" <gameprogrammer@xxxxxxxxxxxxx> >> Sent: Tuesday, March 01, 2005 11:01 PM >> Subject: [gameprogrammer] Re: What do the new processors mean for >> gameprogramming? >> >> >> > On Tue, 2005-03-01 at 14:19 -0800, Evan Stone wrote: >> >> > It seems to me that most programming languages currently in use have >> >> > little to no built in support for multithreaded programming. Java is >> >> > the >> >> > only one I can think of. >> >> >> >> ..and the .NET platform + languages as well (C#, VB, C++, etc.). >> > >> > I'm no expert on C# or VB so I can't comment on those languages. >> > >> > As far as I can determine the only support for threads in standard >> > C/C++ >> > is the "volatile" storage class modifier. In fact, I was thinking about >> > C and C++ when I wrote what I wrote. Standard C and C++ have near zero >> > support for threads in the language. >> > >> > It wasn't that long ago when it was hard to get a thread safe runtime >> > library for those languages. >> > >> > Bob Pendleton >> > >> >> >> >> evan stone | recombinant >> >> ---------------------------------------- >> >> independent game developer >> >> petaluma, ca, usa >> >> >> >> >> >> --------------------- >> >> To unsubscribe go to http://gameprogrammer.com/mailinglist.html >> >> >> >> >> >> >> > >> > >> > >> > --------------------- >> > To unsubscribe go to http://gameprogrammer.com/mailinglist.html >> > >> > >> > >> >> >> --------------------- >> To unsubscribe go to http://gameprogrammer.com/mailinglist.html >> >> >> > > > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > > --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html