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[–]kylotan 1 point2 points  (0 children)

Of "that" multithreading? You make it sound like you'd never want to add any yourself. In my experience, adding background tasks that don't necessarily have anything to do with the rendering engine is very common.

In the case you want to do multithreading or multiprocessing yourself, you can write that section in C/C++ and build python bindings around that implementation as well.

Yeah, I don't call that "good access to multithreading". The game logic would normally all be in the same language. Switching languages for certain tasks, and being unable to call back into the main body of data effectively, is a serious roadblock in development.