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 Post subject: f.e.a.r source
PostPosted: Thu Sep 24, 2009 7:38 am 
U.F.O.
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Joined: Wed Jun 10, 2009 4:42 am
Posts: 89
Location: in transition
i was looking through some f.e.a.r source that came with the sdk and noticed one
.h file stated this

"// PURPOSE : Interface class for threads.
//
// CREATED : 05/26/04
//
// (c) 2004 Monolith Productions, Inc. All Rights Reserved"

and ...............

"
// thread function type
typedef uint32 (*UserThreadFunction)(void*);

//create and start the thread. This takes an optional processor affinity that can be used
//to make the created thread run more frequently on the specified processor. This processor
//value is platform specific. -1 indicates no affinity:
//PC/Linux: Currently ignored
//Xenon: [0..5], where 0,1 are hardware threads on core 1, and so on through core 3.
virtual void Create(UserThreadFunction pUserThreadFunction, void* pArgument, uint32 nProcessorAffinity = (uint32)-1) = 0;

// wait for the thread to exit - note that this is typically used in
// conjunction with a thread event to tell the thread to shutdown
virtual void WaitForExit() = 0;

// check to see if the thread has been created
virtual bool IsCreated() = 0;"

does this mean it utilizes multi-threading?or not..... and if so on how many processors ........
basically my main question is does the jupiter ex f.e.a.r engine version use multi-threaded tasking and also the game itself... :shock:

so i found out this source is pretty much just for client and server side, it's not source ..source.. just the basics and i found out the worldedit is multi core/thread capable,
Image

, and the game itself does use all four cores. if the system has them.
Image

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