I noted a bit of chat about this in 2018, but it was for Tier 2 and the thread is now locked.
Issue;
I'm downloading images from a webserver. These will be uploaded from mobile phones (so high megapixel) and resized to 1080p on the web server.
I've a nice state machine to manage the downloading in a thread-safe manner, so this is running as part of my "game loop" (this is more of a gallery app than a game though).
Images slide across/down the screen, when there is room for the next image, it's loaded as a sprite and moved. When it's off screen, the sprite is destroyed etc.
Ok, this work fine, most of the time, it's able to meet 60fps, but loading the jpg from disk takes ages (longer than 60hz frame of 16ms)
I've previously checked out options of saving the raw image (uncompressed BMP) on the web server and decoding that into a memblock, but it didn't actually save any time (but was a pleasant afternoon of coding!)
Others on the FB Group suggested slicing the images into smaller sprites and moving them together. I'd rather not have to do that as it makes the code a lot more complicated, but I guess it's an option.
So, whilst I know AppGameKit doesn't currently offer async options for image (or other loading), I wondering how it could be achieved? I don't know C++ but may be able to get help. Could a plug-in or other command be written in Tier 2 that would allow this? (I'll be targeting iOS/Android)
I did try pre-loading the images, which clearly takes a bit of time, to load possibly 100 images - and may not be possible on some devices and just fade them off and re-load any new ones after a few minutes.
I can't think of a way to help me on pure AppGameKit Studio Tier 1. What I'd love would be a similar interface to the HTTP stuff where I can include that in my state machine - start the image loading an check back later to enable it when it's ready.