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multithreading

Started by Peart Apr 21, 2003 at 5:31 PM 1 replies 300+ views
Original Post
Peart
Peart
I haven''t seen much discussion of it in regards to tile games. But are there advantages? It seems to me that in regards to monster/player movements, screen/score/menu updates, that it''s a lot of variables to keep track of and kept constantly cycling. Is there an easier more efficiant way to do this, or am I completely confused and misguided on threading? "I can''''t pretend a stranger is a long awaited friend"--Neil Peart
"I can''t pretend a stranger is a long awaited friend"--Neil Peart
tellman
tellman
Hey, man

Multithreading can help you a lot - pathfinding can be sped up a lot as well as other global number-crunchers in you game. But you have to take care of many things - cause with great power comes great ... memory managment problem ..

There are couple of articles on this in Iso department in Article section..

Good luck

... no magic ... just coding
... no magic ... just coding<br/>Blogger
Peart
Peart
Here is a screen shot of what I got so far. This is in the same vain as a solstice type game.

http://www.geocities.com/lifesonalex/snapshot2.png

[edited by - peart on April 21, 2003 6:53:20 PM]

[edited by - peart on April 21, 2003 6:54:46 PM]
"I can''t pretend a stranger is a long awaited friend"--Neil Peart

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