Original Post
I''m doing a bit of research on multithreading. Generally it would be pretty cool to have 2 processes, the game logic and the graphics engine. The game logic will run the game modifying a pool of "game objects" while the graphics engine will access and draw the pool of "game objects".
Is this the correct mentality?
Are there any suggestions where I can find more information?
I''ve been meaning to get a couple of 3d engine design books (that have been recommended in these forums)...
What is the general framework for how multithreading is used in a game engine?
The best use would be processes that don''t need to be shared... to reduce (read/write) problems, so we don''t use mutexes and such.. But games are just fancy databases, that share data EVERYWHERE...