GDC 2008

A place to plan OGRE-related meetings and events.
voxel
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Location: Toronto, Canada

Post by voxel » Fri Mar 28, 2008 7:30 am

Note: Threading is NOT just about performance - in fact I never used the performance / speed-up once in this thread.

What threading allows for is smooth / stutterless rendering - being able to stream in worlds is a huge bonus. It's a complicated issue because you have to deal with half-loaded resources and other bad conditions without barfing. But the end results are games that can be very dynamic and large.

It was mentioned in a different thread recently:

http://www.ogre3d.org/phpBB2/viewtopic. ... 6f4e2718c6
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