It's been a few weeks since the last devlog . However I've spent a fair bit of time working on pathfinding and path following - and improving Construct along th...
FWIW - Multi-threading is all nice and fancy, but as far as i know, multiplayer games peformance usually clog down by single core performance. Which haven't improved much in years.
Not sure how it works with C3 - but everything should work in other cores and not the main one. What i mean, work should not be shared between main+extras "ideal case", but extras only and send back results to main.
If you keep everything very fancy and utilice (16 cores everytime for everything) and keep building onto it, but in the end - single core takes huge hit and clogs the game down. The game has to scale down a lot, even though there is much perf left to use.
It's very easy to lower gpu bound, by using lower res/worse graphics, but if CPU single core is clogged down by casual use. It's over.
Using multithreading is an extremely complicated topic which cannot easily be used in all circumstances. I wrote about exactly this in detail in the blog post Why do events only run on one core?