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I’m programmer myself and I understand that it’s not simple even though you can use blocking or protected collections.
I’m referring to a situation where the programmer made a function multithreaded but hard coded creating only 4 threads “to fully utilize a 4 core cpu”
Multithreading in games is much more difficult because you not only have to make sure, everything is synchronized, but also that everything finishes in time. It's a bit like a RTOS in that regard. Using a known and fixed amount of threads can be a sane choice.
Yup, glad someone else understands that one.
Not much of a game developer myself- but, yea, I understand the challenges of multithreading, especially around the main loop.
If you want to learn something interesting, check out a few videos on the PS2 architecture, and the challenges around optimizing games for it. Its, very interesting.
https://www.youtube.com/watch?v=IRv_xKS4q7o
Oh, and the PS3 wasn't any better. (Worse in ways..)
https://www.youtube.com/watch?v=zW3XawAsaeU
Here is an alternative Piped link(s): https://piped.video/watch?v=IRv_xKS4q7o
Piped is a privacy-respecting open-source alternative frontend to YouTube.
I'm open-source, check me out at GitHub.
Not always true. Not for all games. And multiplayer games already have multithreading in some way.