Saturday, April 09, 2005 2:07:26 PM
On this issue, you both are right. The things that sgolds mentions just don't take a whole lot of CPU time. But outside of those activities with a real-time component, games tend to be written pretty monolithically. There are lots of reasons why this is true, not the least of which is most programmers don't think along the lines of multiple, light-weight threads. Another reason is that most c++ design methodologies don't stress multiple threads, so there is more coupling between objects than is necessary. I suspect that at some point every object in a game will have its own thread, with a server that coordinates all activities, but that isn't happening yet...
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