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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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How to restart thread?

3 posts in this topic

How can I restart thread after it finished executing?
Consider following pseudocode:
HANDLE Thread1 = CreateThread(Function1);
HANDLE Thread2 = CreateThread(Function2);
while(Program_Running) {
Data = Function1_Result + Function1_Result + Function2_Result + Function3_Result;

To speedup process I decide to use multithreading, so I create 2 extra threads to do calculations, but they should be executed only when I need it, therefore it cannot be infinite loop. However creating new thread every iteration is quite slow. That's why I'm looking for a way how to restart thread. If that is not possible, what would be best way to execute threads only when I need them to, without having that overhead of recreating threads?

Thank you in advance.

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The threads should be there for the duration of the application, but accept work via queues. While the threads are waiting for work, they won't be eating CPU time. To implement this, you'd use condition variables, semaphores, or Windows events. This is essentially what a thread pool does, as Telastyn suggested.

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You actually need to use a JoinFork model for what you're using. It'll also need a JoinFork Thread pool to minimize the creation of many threads.
If you use a regular Thread Pool you'll need to find a Phaser that you can use to keep them in Sync.

A word of warning. If those threads you want to use are small fine grained tasks then be sure to build a test case to check and make sure you actually made good code. Fine Grained parallelism usually slows the system down making the serial version of the code superior because of the Sync costs.

If you can redesign to use Message Passing that would be best but can be harder to understand and design around.

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