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Harvester

Mutlithreaded rendering.... (RFC)

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You must use threads for high latency code, such as code waiting for I/O...
It speeds up the process, cause while waiting for I/O, another part of your code is still working.
Of course, if you only load the level once in memory, you don''t need any thread to do that.
Task switching is pretty fast on todays computers, so (apart having many many threads) you won''t be slown by switching between threads.

-* Sounds, music and story makes the difference between good and great games *-
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quote:
Original post by Pauly

Unless you have multiple processors and are running a variant of NT, your multithreaded programs won''t run _any_faster than single threaded ones. Even when waiting for I/O.

You can''t run two threads at once on a single processor - you can only task switch (in doing so, the processes will run slower as data specific to the processes is switched in and out of the registers).

Paul Groves.
http://home.clara.net/paulyg
OpenGL for Beginners


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There you go

In fairness, multithreading makes applications more interactive . The total time spent running the two threads will be no different - we just have to make that clear.

Frontpage for example locks up while FTPing your website to the ISP server. WTF? How hard could it have been to make that function multithreaded?

Scowl.

Paul Groves.
http://home.clara.net/paulyg
OpenGL for Beginners
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