Aikouka
Lifer
- Nov 27, 2001
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The developers of Sim City for example had this developer blog post about the technicalities of trying to multithread the game engine. In the end they determined it was too interconnected and hence even though they were using individual agents (a technique for multithreading) in practice they actually couldn't use threads to do the work in the end.
Eh, if I had to guess, the issue was probably with their design. That isn't to say that it's a bad design, but rather that it's most likely a fairly complex system as most simulation-based games are. I don't exactly like painting in such broad strokes, but it's most likely true that as the system gets more complex, making a huge design paradigm switch like that becomes more and more futile. Also, sometimes when you try to hack something in, it just makes it even worse. I know that I've rewritten a the back-end of some programs in the past simply because new features, etc. required a paradigm shift that wasn't originally in the plan.
When I say its difficult to do I might actually mean its impossible.
I think that's a bit too much hyperbole....