Multithreading
Multithreading, the simultaneous iteration and modification of entities for extra speed.
Imagine that you have millions of entities and you want to move them all. It gets a bit difficult on a CPU core. But we have a solution for that too!
This is not a problem, because Arch comes with its own JobScheduler. This does not generate any garbage and is incredibly fast, even has dependencies and co. What more could you want? Let's be honest!
Setup
Not much is needed to set up multithreading. You set it up, you know it and that's it!
// Create Scheduler and assign it to world
var jobScheduler = new(
new JobScheduler.Config
{
ThreadPrefixName = "Arch.Samples",
ThreadCount = 0,
MaxExpectedConcurrentJobs = 64,
StrictAllocationMode = false,
}
);
world.SharedJobScheduler = jobScheduler;
// To dispose the JobScheduler at the end of the lifecycle.
jobScheduler.Dispose();Example
Wonderful, now we have set up the JobScheduler, all we need to do is let it work to utilise the full capacity of our power!
And now we have EVEN more power to march our armies, marvellous, isn't it? Your computer will probably take off, but it's worth it.
Of course, every form of Query is supported again. Even inline queries.
Each of these calls, whether world.ParallelQuery or world.InlineParallelQuery, will block the main thread until the Query has been processed. The processing itself still takes place in parallel, but the main thread waits before continuing.
Lowlevel
If this is all too high level for you, there is also the option of tackling the problem further down. Not below the belt, of course!
And you'll have even more power for everything you set out to do... honestly, what do you want with so much power anyway?
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