Original Post
I''m thinking about using a pool of threads to load my resources.
So far I do things like:
-OGG Decompression
-Voxel Skinning(reasonbly costly)
-Simple model and texture loading
When I need to load or generate a resource at runtime (streaming) that would cause undue stutter in the frames most people turn to threading. The way I see it though if you game is running at say 80% of the processor time already and you load a thread to use up the other 20% I''d assume you would need a reliable sleep mechanism to make up the renderer right before the next frame so your frame delivery is smooth.
How is this handled? Sure I can start another thread(s) and set them to do this work at a lower system priority but how do I know their quanta won''t overlap the next frames start time required to maintain say 60fps?