Original Post
Greetings! I was wondering whener it would be a good idea to create a seperate thread for scene graph updates? Each node of the tree would had a "dirty" flag as well as the top node. If any child node would be repositioned or by any kind modified the whole graph would become dirty. I'm wondering whenever this is useful? What if the graph changes often would it be the same? How do others take advantage of multithreads? I mean just leaveing the audio to another thread is no solution. I would like the master therad to be the renderer and other threads to be slave workers that work only when required. With souch a concept I do not expect more than 20% increase over a single threaded application model. Or am I wrong? How do other games like Quake 4 or FEAR gain souch speedups with multithreadings?