AAAARRRGGGHHHHHhhh Threads!!! (goes and hides under a box in the corner)

I've not had much luck with Threads in the past, but that's probably because I've not had to use them much.

Also, I've not written the engine to be thread safe so it'll probably fall over in a heap if I try to seperate the Logic and the rendering, Actually, they are quite seperate.. I call Engine.Tick( no#ticks ) followed by Engine.Render
The Render looks through a list of renderable objects which are within the scope of the camera and draws them. ) but I think the change would be quite traumatic for the engine.

For the time being, I'm going to press on with the FrameLocking style of coding.

I am starting to look into more frame independant technique however as it works well on slower machines.. at the moment it's a crude multiply by missed ticks technique, but it could be improved.


Also, I'm working on a fairly old 800 Athlon machine.. single processor. But I'll look into that Thread/processor issue.