Shard Posted May 6, 2010 Share Posted May 6, 2010 I read up on old forums about the GameLib having multi-threading built into it at some point. I am just wondering if has been implemented as I am looking into multi-threading/multi-cpu programming. Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
Canardia Posted May 6, 2010 Share Posted May 6, 2010 It will be implemented for things where multi-threading gives some benefit. At the moment I can only image loading screen, disk I/O and networking. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
VeTaL Posted May 6, 2010 Share Posted May 6, 2010 At the moment I can only image loading screen, disk I/O and networking. That would be great. Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
ZioRed Posted May 6, 2010 Share Posted May 6, 2010 For loading screen I was working on doing it in a C# lib I was planning to code, the plan is to manually parse a SBX file and call a callback (defined by the user) after loading each entity passing it the entity loaded and the count of all entities in the scene (to let drawing progress bar). Quote ?? FRANCESCO CROCETTI ?? http://skaredcreations.com Link to comment Share on other sites More sharing options...
VeTaL Posted May 6, 2010 Share Posted May 6, 2010 I'd move "threaded resource loading" to the higher priority, then scene loading. I'm working on dynamic terrain editor now, in some days i'll show it. Anyway, they both are important. Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
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