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Topic Title: multithread gaming engine
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Created On: 11/06/2006 01:47 PM
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 11/06/2006 01:47 PM
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ganstafm
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Joined: 03/09/2006

Finally a multithread gaming engine for halflife
heres the thread http://enthusiast.hardocp.com/...html...W50aHVzaWFzdA==

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 11/06/2006 02:41 PM
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Spengo
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Interesting - so the new games will even be able to take advantage of the 80 cored CPU that intel plans for... cant w8 to see how that fares!

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 11/06/2006 04:49 PM
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Bluekkis
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It's definitely good to see more efficient resource usage on games. Additional cpu power is always good thing, although it's not easy thing to split monolithic design on separate threads.

quote:

Originally posted by: Unknown so the new games will even be able to take advantage of the 80 cored CPU that intel plans for... cant w8 to see how that fares!


I do really hope that would be possible, but unfortunately it really isn't. I can't really see any game to use more than 4 threads, ever. Splitting program to separate interactive threads is very hard and not everything can be split to threads. Game/graphics/physics/ai are really only possibilities for threads I can see. of course you could split every npc's ai on it's own thread but that would be impossible to control when every ai thread has to be aware of every other ai thread for interactivity.

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 11/06/2006 08:01 PM
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konfuzd
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quote:

Originally posted by: Bluekkis
I do really hope that would be possible, but unfortunately it really isn't. I can't really see any game to use more than 4 threads, ever. Splitting program to separate interactive threads is very hard and not everything can be split to threads. Game/graphics/physics/ai are really only possibilities for threads I can see. of course you could split every npc's ai on it's own thread but that would be impossible to control when every ai thread has to be aware of every other ai thread for interactivity.



Try reading the article. Valve's hybrid threading technology is a combination of coarse multithreading (your 4 threads theory) and fine grained multithreading (dividing tasks into many small threads) to achieve 100% CPU usage all the time. It's all done dynamically, so the number of threads varries from one second to the next and from one machine to another. It's the best solution I've seen to the problem of multithreading so far even if it's the hardest to program for.

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