Shifty Geezer said:Just write the data to an address in RAM from one core, and read it from that address in the other.
Sounds very producer/consumer-y to me If you have two different producer/consumer threads working at the same time, you may want communication mechanisms between the two to signal the status of the buffer etc.
My point is, thread communication mechanisms existed long before SPEs did, and for good reason.
Shifty Geezer said:How can physics on one core and AI on another work better passing data between rather than working on their own? Or whatever other tasks there are.
It depends how you design your code. You could have everything preprocessed before doing your AI for example , so it has all the data it needs before it starts working. Or you may have your physics threads feeding data to your AI threads as it works stuff out. Either way, there's certainly 'shared concerns' between something like AI and Physics (and pretty much everything really). But how much you would have threads talking to one another directly is really up to your design and requirements I guess.
My points, btw, have nothing specifically to do with PS3 or 360. I don't know how they compare as far as support for thread communication..I know it's desireable to have certain things supported by hardware, but I also couldn't say how much is really necessary versus "nice".
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