Originally posted by: Aikouka
Originally posted by: mrblotto
lol
My goodness, I have fed the troll and he has gotten giddy!
Oh and I have just done it again

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Well now, if you want a more serious talk about multi-core programming, the simplest answer is... it's not necessarily as easy as you might expect and won't always provide the best gains. The thing is, not all tasks are inherently able to be broken down easily. Now a game can be broken into AI, Physics, Sound, I/O, etc, but the problem we get here is that even if you do break these down... it's not like they're all necessarily intensive sub-tasks nor do they all necessarily compute at the same time, because sometimes, one of these sub-tasks will rely on the updates committed by another sub-task.
I mean, you can look at something like the summation of a bunch of numbers (let's say 4 trillion of them) and you can easily split that up amongst four cores and just give each of them an equal block of the task at hand and then at the end... you simply combine (add) them together. It's quite simple.
I could probably make some example out of making a cartoon in real time (i.e. you do everything at once... no planning->production->finalizing phases), but I actually have a life to tend to

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