Devblog 7
Posted 6 years ago
More technical stuff. A while ago I made some assets load on multiple cores or at least in the background. This improves load times but made our asset load time profiler (shown in devblog 1) useless because everything was mashed together. Now we show different timelines for the other cores so we can see how the work is being split up.
It could do with some more labels but each row is a different task that needs to be done to load the asset. The first row is always the starting point and it should be as short as possible so the game doesn't freeze when loading. The other rows branch off to do work on other cores. LimitedConcurency is used to prevent the CPU from being completely used by asset loading so the game can still run. I need to make waits use a different color to show that it's not actually working for those times.