On Sat, Jan 22, 2011 at 5:58 AM, Thilo Schulz <a...@ats.s.bawue.de> wrote: > On Saturday, 22. January 2011 04:43:37 eviljoel wrote: >> Are you saying this to avoid complex programming > > Precisely.
And basically threading is an overkill if one just needs a tiny subsystem that updates a couple of variables. Complexity in mutexes/semaphores needed (and to be done correctly) and gaining almost nothing. This is not to say a game engine can not use threads but this is not the best place. Think of it more like using threads for whole subsystems, like an audio engine thread or at least using then via OpenMP for easing the use of big repetitive loops, but not for this tiny thing. _______________________________________________ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.