Hi, I just found this "old" post about multithread. I was planning to create a separated thread to deal with animations on my game (C++) - actually not really animations, but the creating of transformations (Tweener). The AGKThread the cLock seem easy to use, but I wonder what kind of issue I should have when using the agk::Sync();
If I enclose the thread Sync() in a critical section, as well as the main loop sync() I think I'd be protected, but:
- Probably I'll cal Sync() more than the necessary
- Using clock to protect the call might have a huge impact on performance.
Could someone give an insight about this matter?
Thanks
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Paulo
http://www.mobilecreators.com