In this chapter, we covered the use of multithreading and applied it to our existing Gravitris project. We have learned the reason for this, the different possible uses, and the protection of the shared variables.
In our actual game, multithreading is a bit overkill, but in a bigger one for instance with hundreds of players, networking, and real-time strategies; it becomes a must have.
In the next chapter, we will build an entire new game and introduce new things such as the isometric view, component system, path finding, and more.