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empirephoenix avatar empirephoenix commented on August 16, 2024

Actually, the assetmanager is quite capble of being used in a background thread, however the uploading to the gpu is not currently.

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shadowislord avatar shadowislord commented on August 16, 2024

To upload to GPU you can use Application.enqueue() with a Callable that calls RenderManager.preloadScene().

Actually what I was thinking was something like

Future<T> loadAssetLater(AssetKey<T> assetKey)

which would let you load an asset on a separate thread.
Perhaps you can set the executor via

void setExecutorService(ExecutorService executorService)

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Scrappers-glitch avatar Scrappers-glitch commented on August 16, 2024

Long time, what's the status of this ? I will work on it, please provide adequate information on what's need to be done if possible, there a multiple approaches this can be done.

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stephengold avatar stephengold commented on August 16, 2024

I believe JME's asset manager is sufficiently multithreaded. In my opinion, what's missing is documentation---in other words, a tutorial explaining how to load assets in the background.

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Scrappers-glitch avatar Scrappers-glitch commented on August 16, 2024

I believe JME's asset manager is sufficiently multithreaded. In my opinion, what's missing is documentation---in other words, a tutorial explaining how to load assets in the background.

Hmm, I guess this is not the case, jme lacks an async TaskManager in general, see #75, and by building a good async task manager we will be able to natively load our assets easily without the need of external means of java concurrency, I was willing to put some effort onto this and try implementing the feature if that is the case.

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