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Mail Archives: djgpp/2000/09/11/20:04:46

Date: Tue, 12 Sep 2000 05:56:27 +0600 (LKT)
From: Kalum Somaratna aka Grendel <kalum AT lintux DOT cx>
X-Sender: kalum AT goatbeard DOT grendel DOT net
To: Damian Yerrick <Bullcr_pd_yerrick AT hotmail DOT comRemoveBullcr_p>
cc: djgpp AT delorie DOT com
Subject: Re: Threading Advice
In-Reply-To: <glsprss89fhqkosjbhncfdn8peu1jhggr9@4ax.com>
Message-ID: <Pine.LNX.4.21.0009120551510.2110-100000@goatbeard.grendel.net>
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Reply-To: djgpp AT delorie DOT com
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On Mon, 11 Sep 2000, Damian Yerrick spoke the following immortal words,

> On Mon, 11 Sep 2000 20:25:14 +0600 (LKT), Kalum Somaratna aka Grendel
> <kalum AT lintux DOT cx> wrote:
> 
> >The plain and simple illusion method is the best IMHO.
> >
> >Great games like doom etc don't use threads
> 
> So how do they do complex things (AI, etc.) that may take more than
> the 1/200 second between drawing one frame and starting the next?

Well if the AI takes a lot of time *ie like running on a *very* slow cpu)
then the frame rate drops, as you often have seen it happen.

Actually the AI is not complex at all and doesn't take the most time, IMHO
the bottleneck and the step which takes the most time is rendering and
drawing, which is limited by the slow writed to video mem etc.

You can see that the bottleneck is the drawing time, by just increasing
the windiw size, the frame rate will drop a lot as you increase the window
size.

Best Wishes,
Grendel

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ProZilla, the new Download Accelerator for Linux (GPL), 
<http://www.lintux.cx/~kalum/prozilla.html>




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