From: "Edmund Horner" Newsgroups: comp.os.msdos.djgpp Subject: Threading Advice Lines: 24 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.3018.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.3018.1300 Organization: Paradise Net Message-ID: <968648551.338928@shelley.paradise.net.nz> Cache-Post-Path: shelley.paradise.net.nz!unknown AT 203-96-146-38 DOT tnt2 DOT paradise DOT net DOT nz X-Cache: nntpcache 2.4.0b5 (see http://www.nntpcache.org/) Date: Mon, 11 Sep 2000 17:04:35 +1200 NNTP-Posting-Host: 203.96.152.26 X-Complaints-To: newsadmin AT xtra DOT co DOT nz X-Trace: news.xtra.co.nz 968648552 203.96.152.26 (Mon, 11 Sep 2000 17:02:32 NZST) NNTP-Posting-Date: Mon, 11 Sep 2000 17:02:32 NZST 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.