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Posted 02 February 2012 - 11:10 AM
Posted 02 February 2012 - 11:52 AM
Posted 02 February 2012 - 12:44 PM
The separation of tasks that you describe doesn't sound like a good candidate for multithreading to me. In general, separating persistent things like UI logic, game logic, rendering, etc ends up not gaining much from multithreading and makes coding/debugging it much more difficult. Threads are more useful (and manageable) for things like asynchronous resource loading or short term parallel computation (updating unrelated entity components simultaneously or a parallel algorithm for frustum culling, etc).
In my opinion the concept of tasks is a bit redundant since you will naturally separate things like entity logic, inventory management, and interface logic into separate modules anyway. To formalize them into tasks would not give you anything you didn't already have.
Posted 03 February 2012 - 06:12 AM