svenskmand {l Wrote}:You do not get it we do not plan to use any more than one cpu, but we are going to support as many cpus as you want. Hence our game will be ready for the future where the number of cpus is the performance measure of a computer and not its speed.
StefanP.MUC {l Wrote}:By the way, a question, possibly directed directly at oln, about the threading in OD (as this is also in discussion and planning currently): Has the script engine to be multi-threaded? What features does it need to have in this context?
It seems that only AngelScript is natively fully multi-threaded (that also allows to control the different threads manually, etc).
Lua needs addons, squirrel is not fully multi-theadable (or also only with addon).
//console.as
void conExecuteCommand(string fullCommand)
{
//here split command and args from fullCommand
string[] args;
command;
switch(command)
{
case "print":
conPrint(args);
case "start":
conStart(args);
}
}
void conPrint(args)
{
//print code
}
void conStart(args)
{
//start code
}
//user presses enter on console
asEngine->execute("conExecuteCommand()", command)
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