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From: | "Edmund Horner" <ejrh AT paradise DOT net DOT nz> |
Newsgroups: | comp.os.msdos.djgpp |
Subject: | Threading Advice |
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Message-ID: | <968648551.338928@shelley.paradise.net.nz> |
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Date: | Mon, 11 Sep 2000 17:04:35 +1200 |
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To: | djgpp AT delorie DOT com |
DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
Reply-To: | djgpp AT delorie DOT com |
Hi. I'm working on a real-time game using DJGPP. Occassionally some people I talk to about it have brought up the subject of threading -- a subject I am not exactly comfortable with! (It sounds tricky...) Now, I've made lots of programs which have more than one thing happening at a time in them, and I've never had to use threading (in fact, I believe the Doom engine manages to avoid it too). But I'm still worried... My game has several things it needs to be doing all the time: 1. Redrawing the screen. 2. Responding to input. 3. Moving and updating units. 4. Occassionally doing big things like pathfinding. Can any of you guys tell me whether I would be advised to use real threading, or how I can accomplish an adequate solution without it? Thanks, Edmund.
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