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MS> How many threads can os/2 realistically handle before it MS> slows down to much? I'm designing a game for os/2 in which I MS> intend to anywhere between 100 to 200 threads... is this MS> even realistic? Can os/2 deal out timeslices very fast to MS> 200 individual threads? HF>It's a question about if you are running the threads at the same time. HF>You'll have to see a thread as a asynchronous function. HF>Even if you're having a game scenery with 200 computer opponents you HF>don't need 200 threads. That's not a well designed application in my HF>opinion. We still don't have the hardware to do realtime strategy... HF>OS/2 _IS_ capable of having 200 threads running 'at the same time' but HF>the application responsetime will be very long. That's the same as HF>saying: - Make a better design :-) I believe that OS/2 doesn't guarantee fair queueing for threads (although I expect that it makes at least a minimal attempt at reasonably fair queueing). This means that if you have 2 players in a game with seperate threads then on occasion one will get an advantage over the other due to OS/2's decisions on which thread gets priority. This means that the game will not always play fair if it relies on OS/2 to give equal timeslices to each thread. I find it difficult to conceive of a good reason for having more than 1 thread for calculations related to moving characters etc in a game. cya ___ X MR/2 2.0 NR X Ever wonder what Wonder Woman wonders about? --- Maximus/2 2.02* Origin: Multi - 61-3-9739-7145 - multi.apana.org.au (3:633/363) SEEN-BY: 620/243 632/103 341 348 998 633/154 252 260 362 363 371 373 634/384 SEEN-BY: 635/301 502 503 638/102 639/100 640/820 690/660 711/409 410 413 430 SEEN-BY: 711/807 808 809 934 949 955 712/515 713/888 800/1 7877/2809 @PATH: 633/363 260 371 635/503 632/348 711/409 808 809 934 |
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