   Multithreading and message passing
  A topic that comes up a lot in Game Programming; how best to manage sending data between many different modules? A message passing system is probably the best bet.My own systems aren't nearly mature enough to write an insightful article about this.One of the key applications is a centralized message queue for a multithreaded game engine, so perhaps some multithreading theory could be worked in here.   
  Or perhaps a two part article would be better?The first describing and implementing a basic - intermediate message system, and the second describing multi-threading and implementing the system.Although I'm not sure how well it would work, conceptually, without having an already existing framework to design/implement it around.   ;  I could write an article on this, having just implemented a number of systems in primogen that operate threads for various tasks.Where would I submit the article once it's done?;Quote:Original post by _winterdyne_Where would I submit the article once it's done?Go here;  I'll read that Winterdyne, sounds like a plan.   ;  Sounds like an awesome idea.  I just got our messaging system up and tested but I already see limitations of it (it's a lot like the Windows SendMessage system).   ;Quote:Original post by EndarOr perhaps a two part article would be better?The first describing and implementing a basic - intermediate message system, and the second describing multi-threading and implementing the system.Although I'm not sure how well it would work, conceptually, without having an already existing framework to design/implement it around.Three part would be better for people that are a little new to this (like me)Part one: basic-intermediate message systemPart two: describe multi-threadingPart threee: putting them all together