Closed james7132 closed 6 years ago
It seems that switching to Particle Systems has already multithreaded the rendering of the bullets, and almost everything outside of collision checks are thread-safe now. A bit of reordering of events and it shouldn't be too hard to use a thread pool to calculate danmaku movement.
Handled by the new C# job system.
Currently all of the danmaku object updates are entirely single threaded. A great performance boost should be attainable by multithreading each update.
Several parts are required: