> if an AI could be set up on > a different thread, which is not framerate dependent, then the game > could appear more intelligent. Funny you guys should mention this, since I was just reading an article about this kind of thing the other day. If you have the September 2004 issue of Game Development magazine, in the "Inner Product" column Sean Barrett talks about using multithreading for AI. He discusses using cooperative multithreading, however, instead of pre-emptive, so his perspective is a bit different. It just brought up a few questions in my mind, since I've never done any type of multithreading programming yet. It got the gears going however. ;) evan stone | recombinant ---------------------------------------- independent game developer petaluma, ca, usa --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html