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.
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