So far the worker thread for building the navmesh works wonderfull
i have seen no impact on gamestudio except for creation of the debugmesh
which is not threaded... Have a working build status function which
gets called from the thread with its result(it calls a script function)..
The build thread handles the whole mesh instead of a single thread per tile
(could perhaps do a thread per tile in case of the tiledmesh but not going to now)
I am going to try and handle pathfing and agents on threads aswell which
should help out with performance since gamestudio would not feel
the algorithms impact ..


Compulsive compiler