I have a Snake game in-development (up at https://github.com/RobotGymnast/Gingerbread/tree/eventThreaded). Initially, everything (graphics, events, game logic update, physics) were called from a "main" thread. Then I started multithreading (using boost threads). It's been pretty straightforward, but I recently split the graphics display logic into a new thread, which allocated the screen object in its local stack space. Then I split my event-detection and event-handling logic into a new thread. Then my screen stopped appearing. Judging by my command-line output, everything still worked fine, just the screen stopped appearing. It turned out it was hanging on my SDL_SetVideoMode() call.
I fixed this by allocating my screen object in the "main" thread, and passing in a reference to the graphics thread. For some reason, allocating the screen object in a new thread from the event logic was creating problems.
Since this fix, the event-detection and event-handling no longer works. The event checks are still being made, e.g. SDL_PollEvent(), but they're not picking up any events at all (keyboard, mouse, etc.).
My suspicion is that SDL might do some behind-the-scenes thread syncing, but I've been using boost threads. Could this be a problem? SDL threads are rather restrictive, and I'd rather not switch.
Anybody had this issue before? Any recommendations?