From: "Michael Stewart" Newsgroups: comp.os.msdos.djgpp Subject: Re: how to do multithreading in DJGPP? Date: Fri, 6 Aug 1999 16:55:45 +0100 Organization: (Posted via) Netcom Internet Ltd. Lines: 26 Message-ID: <7of0ij$3r6$1@taliesin.netcom.net.uk> References: <7oevfu$ben$1 AT nnrp1 DOT deja DOT com> NNTP-Posting-Host: hgty.capgemini.co.uk X-Trace: taliesin.netcom.net.uk 933954963 3942 194.42.240.2 (6 Aug 1999 15:56:03 GMT) X-Complaints-To: abuse AT corp DOT netcom DOT net DOT uk NNTP-Posting-Date: 6 Aug 1999 15:56:03 GMT X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com zidharta AT yahoo DOT com wrote in message <7oevfu$ben$1 AT nnrp1 DOT deja DOT com>... >I m planning to make a game ... >but I still dont know how to do multithreading with DJGPP >I was told to use spawn ... >is spawn the only way to do multithreading? AFAIK games don't tend to use multithreading in the true sense of the word. Most do something like this while in game read inputs adjust player process enemies update screen endwhile Obviously there is a little more than that but you should get the idea. The spawn* commands are used to run other programs, not parts of the same one. However if you do want to use multitasking there are some libraries that you can use, I believe SET has some links on his page (http://www.geocities.com/SiliconValley/Vista/6552/dlinks.html)