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      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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KellerHood

The use of multithreading in a 2D SDL application?

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I like the idea of multithreading, and the idea of being able to perform multiple processes at one time. I can see how this would speed up a game significantly. But I just can't seem to come up with actually how to implement it.
How many threads should there be?
What would each do?
What should be controlled by each thread or another thread?
Would the threads be used for temporary, simultaneous events or for the entire length of runtime?

These are the main questions I'm having, basically about organization and what to actually put. What I'm thinking is have two runtime-length threads, one that performs physics and one that performs rendering, and then create a new thread on demand for things like dynamic resource loading/unloading, effects that I want to run simultaneous to the main loop, etc.

But I have no experience with such things. I need advice from someone who knows how to generally structure a multithreaded game.
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[quote name='keelx' timestamp='1333049853' post='4926420']
How many threads should there be?
[/quote]

At most, 1 active thread for each idle core on the target machine (ideally).

[quote]
What would each do?
[/quote]

Whatever allows it the least interaction/blocking with the other threads, and least overhead of creating the thread in the first place.

[quote]
Would the threads be used for temporary, simultaneous events or for the entire length of runtime?
[/quote]

Creating and destroying threads are non-trivial from a resource usage perspective. Threadpools are generally used for more short-term work. Even that has some overhead.


Multithreading is a large, subtle topic. How you want to lay things out makes sense and is fairly common. The devil is, as always, in the details.
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