Line Endings.
Back aggregator for chunk
Fix clean batch in worldrender
Add lock on entity to render it
Use Interleaved VBO (GL 20 only, FloatBuffer only)
Unbind buffer increase performance (apparently)
Changed scheduler to use executor service
- tasks are now Runnables
- ticks are still in stages
- task factories are used to generate tasks
- tasks are submitted and then the main thread waits until all are executed for a stage
- TickStage system has execution thread dynamically updates, rather than set as a final
use 2x cores for main game logic
Use batch in column (1 * 4 * 1)
Check if batch already in toUpdate queue
Clean GPU buffer when release batch
Don't reallocate gpu buffer if already larger
Load Shader of font/texture before use it.
Check OpenGL error each frame