Original Post
ive been looking for some good documentation and discussions on multithread design in game engines... and i havent found much... i found a good video from intel where they discuss 3 different approaches to threading games.. but they dont go into much detail... and im unsure which would be better... ive also looked at some articles at gamasutra, but they dont say much... is there any good papers, presentations or other resources discussing this? right now im using a render-split (producer/consumer) system... where i have a render thread and a do everything else thread... but its not very scalable over more than 2 threads... sure i could have more threads in the "do everything else" thread... but i would like a good system where one simply can add a new "subsystem" such as AI without having to change much of the code... something like.... Subsystem Subsystem \ / Service | GameData where one have several subsystems that can read simultanously the game/state data... and send results as commands to the "service" which then updates the gamedata... the gamedata probably should be double buffered to avoid waiting... they mentioned it briefly at this "intel video"... but didnt discuss any specific detail or solutions to some issues i have