Timeline for Multiple pipelined game loops
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jan 18, 2013 at 1:40 | vote | accept | okw | ||
| Jan 17, 2013 at 15:04 | comment | added | MarkR | I really think you should make a game rather than getting all tied up in a load of threads. Unless you enjoy that kind of kinky game. It sounds a bit masochistic to me. | |
| Jan 17, 2013 at 4:42 | answer | added | Sri Harsha Chilakapati | timeline score: 2 | |
| Jan 17, 2013 at 3:44 | comment | added | Trevor Powell | My general advice is that if you have to ask, then you're probably better off not using a thread-intensive architecture. It really makes everything a thousand times harder to implement and debug, usually to no benefit. If your goal is to make a game, rather than to teach yourself to manage huge numbers of threads, then I advice against this course of action. (If the goal is to learn to wrangle threads, then absolutely go for it, and don't worry about whether or not it's the "right" way) | |
| Jan 17, 2013 at 3:32 | answer | added | Naros | timeline score: 5 | |
| Jan 17, 2013 at 3:14 | history | asked | okw | CC BY-SA 3.0 |