First I'll explain what I want to do and afterwords I'll provide a proposed solution.
Problem
I'm running a game where I want to do a certain amount of work every frame. For example, I have N objects that are in a queue waiting to be initialized (imagine initialization is a fairly expensive operation and N is large) and after adding them all, I want to create their collision boxes, and after that, I want to merge them together to limit render calls. I can't do these operations on a different thread because all this stuff is heavily coupled with the game world. But I want to split up all these operations into bite-size chunks to run each frame so that there is minimal lag (framerate dips). How would I go about doing this?
Proposed Solution
It would be nice to have a function that can stop after one call and continue where it left off after calling it again:
For example,
boolean loadEverything() {
for (int i = 0; i < objectsToAdd.length; i++) {
world.add(objectsToAdd[i]);
if (i % 10 == 0) {
return stop();
}
}
makeCollision();
return stop();
mergeObjects();
return true;
}
Calling loadEverything()
the first objectsToAdd/10 times adds 10 objects to the game world at a time. Then calling it after should run makeCollision()
and then stop. Calling it again runs mergeObjects()
and then the function returns true. In the caller function I would run loadEverything()
until it returns true.
I'm aware of yeild-return, yield-break implementations like those described here exist, but I'm wondering if there's a more general implementation of them, or that maybe a better solution exists that doesn't require any extra dependencies.