I'll be the first to admit that I know very little about engine design and especially as it relates to multi-core processors. However, it seems to me that SoaSE is [I]perfectly[/I] suited to game-level multi-threading. I mean, each stellar object could be a thread. Since the objects (gravity wells) don't directly interact, you wouldn't have to worry about timing issues. All the objects in a gravity well could be 'children' of that thread. I know I'm mixing some programming terminology, but
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