Hi
About multithreading; I am using threading in this manner..
Thread 1: Calculating half of everything that is not graphics, but only the parts of graphics for flagging if objects should be visible or not.
Thread 2: Calculating the other half of everything that is not graphics, but only the parts of graphics for flagging if objects should be visible or not.
Thread 3: Checking what 3D objects that are flagged to be loaded and do that with the Loader.
JPCT-AE: The jpct´s graphics thread, displaying all the objects that should be visible, if flagged that they should not be visible it removes them.
Firebase: The Firebase real time database thread, storing and loading from the database.
I am creating a big multiplayer space game with over 200 planets that you can dock at and walk around, build stuff, dimensions that brings the players to mazes where they can find things they´ll need and hide things by building blocks around them. This method was the only way to use several threads, and it even runs on crappy phones too because of the way things are loaded, unloaded and removed from visible depending on where the player is in the world.
More multithreading than this is not needed, it will only complex things for you and might even slow things down.
That is my point of view.
About multithreading; I am using threading in this manner..
Thread 1: Calculating half of everything that is not graphics, but only the parts of graphics for flagging if objects should be visible or not.
Thread 2: Calculating the other half of everything that is not graphics, but only the parts of graphics for flagging if objects should be visible or not.
Thread 3: Checking what 3D objects that are flagged to be loaded and do that with the Loader.
JPCT-AE: The jpct´s graphics thread, displaying all the objects that should be visible, if flagged that they should not be visible it removes them.
Firebase: The Firebase real time database thread, storing and loading from the database.
I am creating a big multiplayer space game with over 200 planets that you can dock at and walk around, build stuff, dimensions that brings the players to mazes where they can find things they´ll need and hide things by building blocks around them. This method was the only way to use several threads, and it even runs on crappy phones too because of the way things are loaded, unloaded and removed from visible depending on where the player is in the world.
More multithreading than this is not needed, it will only complex things for you and might even slow things down.
That is my point of view.