In this chapter we learned all about using and managing tasks.
Here are some of the things we covered:
We also covered how task priorities influence the order they are executed in, and we talked about the task objects that are passed to task methods.
Next chapter we're going to talk about another method for adding dynamism to our game: events and input handling. We're going to set up one of our cycles so that we can use keyboard controls to steer our way around the track, so get ready!