Original Post
Would there be any problems associated with using a multi-threaded model vs. a single-thread model for a game? I mean, up till now I''ve always assumed games were single threaded, doing one task at a time. Logic/physics, sound, render, repeat. But what about using multiple threads for the major parts. Such as the renderer. Instead of calling the renderer, having a flag that once the logic is done, throw the flag, the renderer begins it''s process, and the logic could begin it''s next frame.
What got me thinking about this was having a console that showed statis as a game started up. In order for the messages to be displayed as stuff init''s, the Gfx system has to render, so instead of rendering the screen everytime a messagepost call is made have it as a seperate thread so when it''s cycle comes round the message will get posted and the other routine keeps going.
Would there be many disadvatages to multi-thread? yes, the cpu would be shared amongst the various processes, but as long as there is some sort of master clock, once a process completes it waits for the next clock tic, leaving the cpu to finish doing whatever processes are still running.
I dunno, What does everyone think?