+1 vote

I have a function that does a lot of loops and calculations, this causes the game to hang for a moment and the pfs to go down. So I'm looking for a way to be able to do those calculations in a greater amount of time but without the game getting stuck or missing frames. I could use yields but it doesn't seem to be very efficient.

in Engine by (106 points)

1 Answer

+1 vote
Best answer

If you dont need the calculated data immediately, you can use multithreading.
Just start a new thread and check in every frame if it has finished (or use a signal). Then you can use the results.

by (1,528 points)
selected by

It worked for me, thanks!

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