Re: [AD] public thread API |
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- To: Coordination of admins/developers of the game programming library Allegro <alleg-developers@xxxxxxxxxx>
- Subject: Re: [AD] public thread API
- From: Elias Pschernig <elias@xxxxxxxxxx>
- Date: Wed, 06 Aug 2008 17:35:38 +0200
On Wed, 2008-08-06 at 08:17 +0100, Peter Hull wrote:
> The 'deferred start' is useful if you're creating two or more threads
> that communicate with each other, then you can set them both up before
> they start running.
>
> As far as I can see this API is a wrapper/renaming of pthreads. It's
> good to provide this as I imagine there might be problems if someone
> uses a different thread library alongside what Allegro is using
> internally. I've never used threads in a game before but maybe we
> could have a think about possible uses and provide an API which is
> more helpful for game programming.
Immediate use-cases I can see in games:
- Load you game data in a separate thread, so your user interface can be
responsive while data are loading.
- Wait for network data in a separate thread.
- Split your random level creation/3d mesh preprocessing/whatever else
you might do and takes a long time into several threads, so it will run
a lot faster on multi-cores.
--
Elias Pschernig <elias@xxxxxxxxxx>