Posted January 6, 20178 yr Roughly this is what I want to do: clientTick(TickEvent.ClientTickEvent event) start worker threads, each thread scanning (READING) the area around the player join the worker threads and collect results iterate the results and do mundane things endClientTick A key point in all this is that the worker threads will be READING the world state, not doing any updates or firing events. I expect the reads to be a bunch of getBlockState() calls. So before I go down a rathole is this something that is possible? (I have done multi-threaded applications for half my career so I am familiar with the frameworks. What I don't know too well is how static the underlying data and structures are during the client tick while my mod has execution "control".)
January 7, 20178 yr Author Alrighty. I hope not to go this route but it's good to know at least there is a chance. Thanks!
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