4/Threading

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Revision as of 20:46, 9 August 2010 by CyberShadow (Talk | contribs) (Questions)

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Arguments

  • Having the game engine run in its own thread is a huge plus by itself. Game lag won't have to also mean UI lag.
  • Having logic and user interface run in separate threads allows simple usage of modal dialogs, e.g. message boxes (you don't have to specify class-level callbacks, but rather call a function and check the return value, like with the Windows MessageBox API)
  • Combining SDL and network event loops in a single thread would be complicated.

Questions

  • Level of separation of individual UI windows?
  • When, and in which thread does the game's display list (scene) get constructed?
  • How much will threading / message passing affect performance, compared to a single-threaded solution?
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