Hm, would you happen to be doing this in SDL for mac?

(If so the particularly sinister thing here is, if an SDL full screen game on mac
freezes you can just bang the "force quit" keystrokes and the OS will eventually realize the program is not responding to events and kill it... but if an SDL full screen game on the mac
crashes, and you're running in xcode... it launches the debugger, but the game is still full screen so you can't see the debugger, but the debugger has taken over so the close-on-freeze feature in the OS... it's a kind of nasty little bug in SDL. The only solutions I found were (1) switch to windowed mode every time I'm testing a feature with any chance of crashing or (2) ssh into the mac from another computer and kill -9 xcode...)
Anyway I think your idea is actually a pretty good one, and you can after all set it up to conditionally compile so that it occurs only in DEBUG mode. I know such a feature would have been useful to me the last program I did. (Of course if you
are getting the sdl/xcode bug above I'm not sure whether your thread trick will save you, since the debugger is likely to halt your watchdog thread...?)
EDIT: "ya in fullscreen, at least on my mac, it's fullscreen and the force-quit menu pops up under the game" .. Oh, huh. Yeah, I don't think those are freezes, I think those are crashes.