Note: This guest post includes an excerpt from Jared's blog. The link after the excerpt will take you to the full article, which helps maintain custom formatting.
Multithreading can be hard to get right. But it’s also vitally important to getting simulations running smoothly on resource constrained mobile devices. In my career at Microsoft I’ve had the opportunity to spend more than 4 years helping partners write high performance apps for HoloLens. I also spent another 4 years helping partners write high performance apps for phones and tablets.
This is an article I’ve been meaning to write for a very long time. It’s basically an 8 year brain dump of everything I know about multithreading for AR/VR/MR simulations. While the article focuses mainly on Unity and C#, I hope the high-level concepts will still be valuable to simulation developers of all languages and runtimes.