Magicicesea / jmonkeyengine

Automatically exported from code.google.com/p/jmonkeyengine
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Multithreading in AssetManager #94

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
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.

Original issue reported on code.google.com by ShadowIs...@gmail.com on 11 Sep 2009 at 3:47

GoogleCodeExporter commented 8 years ago

Original comment by e.so...@gmail.com on 25 Mar 2010 at 8:39

GoogleCodeExporter commented 8 years ago

Original comment by e.so...@gmail.com on 25 Mar 2010 at 8:48

GoogleCodeExporter commented 8 years ago
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.

Original comment by ShadowIs...@gmail.com on 28 Sep 2010 at 2:17

GoogleCodeExporter commented 8 years ago

Original comment by ShadowIs...@gmail.com on 28 Sep 2010 at 2:18

GoogleCodeExporter commented 8 years ago
The AssetManager is the last part of jME3 that needs to take advantage of 
multithreading.

Original comment by ShadowIs...@gmail.com on 1 Nov 2010 at 1:54

GoogleCodeExporter commented 8 years ago

Original comment by ShadowIs...@gmail.com on 6 Sep 2012 at 5:45

GoogleCodeExporter commented 8 years ago

Original comment by ShadowIs...@gmail.com on 6 Sep 2012 at 5:46