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Warp wrote:
> A relatively easy and cheap way of using multiple cores is to distribute
> independent per-frame tasks to different threads.
> The problem with that technique is, of course, that those tasks are
> wildly different in complexity,
> I don't know, but I assume that a lot of work has been put into making
> one of the heaviest tasks in a game multithreaded, namely physics engines.
One more quick note: Many of the "other" tasks, like game logic, AI and
script execution, are so "light" compared to the physics and graphics
routines that developers don't even bother spawning separate threads for
them.
--
Chambers
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