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Description
Multithreading is an important issue right now. Taking advantage of it in
jME3 is critical. Some areas where multithreading can be used:
- Skeleton animation, mesh skinning
- Particle update
- Physics
- Networking
- Input polling
- OGG/Audio streaming
- Resource loading
- Terrain streaming
The details on how to implement these areas using multithreading will be
specified later.
Some parts of jME3 are already multi-threaded:
Physics runs in a parallel thread.
Networking runs in a parallel thread.
Audio and OGG streaming is done on a parallel thread.
Terrain streaming/LOD is done in a parallel thread.
jME3 is still missing asset loading on a separate thread, which can be critical if the application loads assets dynamically.
The AssetManager is the last part of jME3 that needs to take advantage of multithreading.
Reference on googlecode: https://code.google.com/p/jmonkeyengine/issues/detail?id=94