After trying Ogre3D and Panda3D, I decided for Irrlicht because of its incredibly superior coding style and handling.
To my joy, Irrlicht does not only do graphics but also processes input and can open a window to draw into cross platform. The only thing missing for me now are threads. Good old SDL has threads and I know how to use them.
Would it be wise to wrap irrlicht into SDL just for threads? I want to keep my game logic seperated from the user interface, so I can run the game "headless".
Should I use SDL with Irrlicht?
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- Posts: 3
- Joined: Fri Jun 04, 2010 7:02 am
Thank you for the reply!
Why would Irrlicht need to be in the main thread? I wanted to make the game work like this:
All connected via a threading backbone I though up which works in SDL for now. But I am guessing that would not be a smart idea. Why? Isn't that how a modern game engine is commonly structured?
Please excuse my probably stupid questions.
Why would Irrlicht need to be in the main thread? I wanted to make the game work like this:
Code: Select all
main (containing thread management)
- gamelogic
- - ai
- - netcode
- - scripting
- irrlicht, irrklang (i do not know yet how these are commonly connected)
Please excuse my probably stupid questions.
your structure should work. just be sure rendering calls (and any calls transferring data to/from the graphics card) are made in the same thread, since rendering APIs like d3d and ogl are not ready for multithreading.
i don't think it must be the main thread, but it cannot be spread among several threads.
i don't think it must be the main thread, but it cannot be spread among several threads.