Asynchronous asset loading
After focusing on loads with synchronous methods, this recipe is in charge of making asynchronous heavy loads totally clear.
For a while, imagine what will happen if a Triple-A RPG game has to load a graphically awesome world where the final boss is waiting for you while spitting tons of different hungry flunkies. In the context of this chapter, it is a 10 second loading time with a decent machine. The player is freaking out because of the hype generated by his friends. You cannot disappoint him with an eternal black screen, or he will panic thinking the game is broken. However, if you satisfy him a little by providing a dynamic loading screen where some kind of teaser is revealed, his adrenaline will start pumping. What's ...
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