Currently global events run in their own thread. It was the only thing that I could figure out that would allow the game to have global events that don't depend on waiting for input, or other such things. So my question is: Is there a better way of implementing events that does not put each global event into its own thread?
Taking into what I've said here about rewritting my network interface classes, expect a wed release (yes, again....). I wish that I could have had it out yesterday, but school kind of made that impossible, and I have my priorities. [smile]
But, I promise that I will have a demo out on next wed.