If I decouple the rendering stuff to a dedicated multithreaded renderer,
what is left to the main thread to do is to collect transformations
from the main effect components, game objects and their components,
and hand them over to the renderer.
Is it too trivial to do this?
I mean if I had a thousand agents, this is going to make a difference.
If I just got 10-100 objects in the scene, won't it be a waste to create
a standalone multithreaded renderer?
Thanks
Jack