Yes, the title is pretty simple. By 'menu lag', I refer to the impact that a power toy simulation has on its interface. TPT is inherently laggy, at least on the computers that I own. just try id:1409248. While running an extremely CPU thirsty simulation, the menu response becomes painfully slow. I thought I might ask for a solution to menu lag. (pompous right?)
I have recently been programming some simple Java multithreading and I am thinking that this is the only solution. (yes, I am aware of previous multithreading suggestions). My solution is to fracture TPT into one high priority GUI thread and however many simulation threads as needed. I am not what the forum prompt describes as 'an advanced user', so I am asking the public for some other ideas.
I understand that my solution may be extremely difficult to achieve and that menu lag only occurs occasionally, while running large simulations. I ask you: is this a good idea? Is there a better solution?
oh, good. Where can I access this magical log of Jacob1's? also, is Jacob1 considering multithreading the GUI?
Wait, I found it. Its in game feedback.
Yes, Jacob1, I found your log, but never found this specific bug in it. If the multithreading was implemented, the threads would need to be prioritised. I am pretty sure the JVM handles thread priority for Java; I am not sure about the possibility in native, compiled C++.