From what I understand on threading, I’m running stuff on a different slice of the processor so I can have two or more things running simultaneously without slowing down my game.
For example, in a city simulator, I could calculate traffic on a separate thread so that it doesn’t slow down the main Ticking process and thus not increase the time to calculate each frame; in an RPG, I could have characters walking around and deciding what action to do next on a separate thread for the same effect.
I understand that is a very basic view of it, but is the general idea the same? I run calculations or whatever I would normally do in a Tick() function on a different thread, with the outcome being each frame I’m not waiting on those calculations before presenting it to the player?
As for Async, according to this forum thread, it’s getting the same effect but having to write a bit less? Or is it better, or worse, or otherwise just different?