updated readme
Added slight changes and gave an update of upcoming stuff :D
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# multi Version: 1.8.6 (System Threaded Job Queues gets an update!)
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# multi Version: 1.8.6 (System Threaded Job Queues gets an update!)
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**NOTE: I have been studying a lot about threading in the past few weeks and have some awesome additions in store! They will take a while to come out though. The goal of the library is still to provide a simple and efficient way to multi task in lua**
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In Changes you'll find documentation for(In Order):
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In Changes you'll find documentation for(In Order):
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- System Threaded Job Queues
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- System Threaded Job Queues
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- New mainloop functions
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- New mainloop functions
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@ -33,6 +35,10 @@ Planned features/TODO
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- [x] ~~Improve performance of the library~~
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- [x] ~~Improve performance of the library~~
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- [x] ~~Improve coroutine based threading scheduling~~
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- [x] ~~Improve coroutine based threading scheduling~~
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- [ ] Improve love2d Idle thread cpu usage... Tricky Look at the rambling section for insight.
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- [ ] Improve love2d Idle thread cpu usage... Tricky Look at the rambling section for insight.
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- [ ] Add more control to coroutine based threading
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- [ ] Add more control to system based threading
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- [ ] Fix the performance when using system threads in love2d
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- [ ] Make practical examples that show how you can solve real problems
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- [x] ~~Add more features to support module creators~~
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- [x] ~~Add more features to support module creators~~
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- [x] ~~Make a framework for eaiser thread task distributing~~
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- [x] ~~Make a framework for eaiser thread task distributing~~
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- [x] ~~Fix Error handling on threaded multi objects~~ Non threaded multiobjs will crash your program if they error though! Use multi:newThread() of multi:newSystemThread() if your code can error! Unless you use multi:protect() this however lowers performance!
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- [x] ~~Fix Error handling on threaded multi objects~~ Non threaded multiobjs will crash your program if they error though! Use multi:newThread() of multi:newSystemThread() if your code can error! Unless you use multi:protect() this however lowers performance!
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@ -1348,4 +1354,4 @@ I have been using this (EventManager --> MultiManager --> now multi) for my own
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I added my old versions to this library... It started out as the EventManager and was kinda crappy but it was the start to this library. It kept getting better and better until it became what it is today. There are some features that nolonger exist in the latest version, but they were remove because they were useless... I added these files to the github so for those interested can see into my mind in a sense and see how I developed the library before I used github.
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I added my old versions to this library... It started out as the EventManager and was kinda crappy but it was the start to this library. It kept getting better and better until it became what it is today. There are some features that nolonger exist in the latest version, but they were remove because they were useless... I added these files to the github so for those interested can see into my mind in a sense and see how I developed the library before I used github.
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The first version of the EventManager was function based not object based and benched at about 2000 steps per second... Yeah that was bad... I used loadstring and it was a mess... Take a look and see how it grew throughout the years I think it may intrest some of you guys!
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The first version of the EventManager was function based not object based and benched at about 2000 steps per second... Yeah that was bad... I used loadstring and it was a mess... Take a look and see how it grew throughout the years I think it may intrest some of you guys!
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