Types of Thread Modes:
- AnyThread_Normal
- AnyThread_HiPri
- AnyThread_LowPri
- GameThread
Description of Modes:
1. AnyThread_Normal
Description: This mode indicates that the task can be executed on any thread with normal priority.
Example Use Cases:
- Asynchronous Resource Loading: For example, loading textures or assets that are not critical for immediate display.
- Background Computations: For example, physics calculations or AI processing for NPCs that do not directly affect the current state of the game.
2. AnyThread_HiPri
Description: This mode indicates that the task can be executed on any thread with high priority.
Example Use Cases:
- Preparing Resources for the Next Frame: For example, preloading textures for objects that are about to appear on screen.
- Critical Computations: For example, trajectory calculations for objects that will soon interact with the player.
3. AnyThread_LowPri
Description: This mode indicates that the task can be executed on any thread with low priority.
Example Use Cases:
- Background Tasks: For example, saving game states or logging data that do not require immediate execution.