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| From: | Damian Yerrick <Bullcr_pd_yerrick AT hotmail DOT comRemoveBullcr_p> |
| Newsgroups: | comp.os.msdos.djgpp |
| Subject: | Re: Threading Advice |
| Organization: | Pin Eight Software http://pineight.8m.com/ |
| Message-ID: | <unqprsccv6v67dan1ilpf7tfhvc1v07jt5@4ax.com> |
| References: | <968648551 DOT 338928 AT shelley DOT paradise DOT net DOT nz> |
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| NNTP-Posting-Date: | Mon, 11 Sep 2000 14:41:27 GMT |
| Distribution: | world |
| Date: | Mon, 11 Sep 2000 14:41:27 GMT |
| To: | djgpp AT delorie DOT com |
| DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
| Reply-To: | djgpp AT delorie DOT com |
On Mon, 11 Sep 2000 17:04:35 +1200, "Edmund Horner"
<ejrh AT paradise DOT net DOT nz> wrote:
>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?
pthreads, which only works in DOS and WinDOS due to severe bugs in NT,
or:
while(...)
{
draw();
input();
move_units();
pathfind();
}
where pathfind() is a small number of steps in a pathfinding
algorithm. Warcraft II, for instance, uses a pathfinding algorithm
that takes small steps from the unit's current location.
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