I was thinking of using the shiny new flash concurrency for the purpose of having a dedicated worked thread for blitting.
It’s not like the worker thread actually unlocks any functionality that I couldn’t achieve by simply having the main loop do the game update and blitting alone, but by having a second thread the game will obviously run better on multicore CPUs.
However, I cannot find any information about how the flash worker threads are actually distributed across any potential CPU cores. I guess it’s up to the OS? But what I’m afraid of is that my dedicated blitting worker might end up on the same core as my main worker, removing the gains I would potentially get. Does anybody know if a thread can be “pushed” over to another core once it’s been established, if the OS finds that one core is overworked while another one hangs unused? Or is there any way to hint to the OS that these two threads should be on different cores?