Add multi-threaded compiling #605

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opened 2026-11-08 14:15:13 +00:00 by FalconGMD · 6 comments
FalconGMD commented 2026-11-08 14:15:13 +00:00 (Migrated from github.com)

The idea

make it so it uses all your cpu threads when it's compiling the game so it compiles much faster

Anything else

No response

### The idea make it so it uses all your cpu threads when it's compiling the game so it compiles much faster ### Anything else _No response_
amaralthalesalves commented 2026-11-08 14:27:08 +00:00 (Migrated from github.com)

Its already multithreaded.

Its already multithreaded.
FalconGMD commented 2026-11-08 15:12:07 +00:00 (Migrated from github.com)

for some reason, at least on linux, it doesn't work so it takes ages

for some reason, at least on linux, it doesn't work so it takes ages
Heliumrich commented 2026-11-08 16:07:49 +00:00 (Migrated from github.com)

Bro use top or htop and see how all your threads are pinned to 100%.....

Recompiling to C hundred of thousands of functions takes time, yes

Bro use top or htop and see how all your threads are pinned to 100%..... Recompiling to C hundred of thousands of functions takes time, yes
FalconGMD commented 2026-11-08 16:21:06 +00:00 (Migrated from github.com)

I've looked at my cpu usage, it should be pinned at 100% when compiling but it isn't

I've looked at my cpu usage, it should be pinned at 100% when compiling but it isn't
amaralthalesalves commented 2026-11-08 16:28:22 +00:00 (Migrated from github.com)

I've looked at my cpu usage, it should be pinned at 100% when compiling but it isn't

You are right. The appimage has a different way of defining the number of jobs, which is much more conservative. Working on a PR that fixes it. No idea why it happens.

> I've looked at my cpu usage, it should be pinned at 100% when compiling but it isn't You are right. The appimage has a different way of defining the number of jobs, which is much more conservative. Working on a PR that fixes it. No idea why it happens.
amaralthalesalves commented 2026-11-08 16:33:56 +00:00 (Migrated from github.com)

The issue was that Windows was being updated and Linux wasn't, so the rules weren't being applied equally. Its fixed in the PR.

The issue was that Windows was being updated and Linux wasn't, so the rules weren't being applied equally. Its fixed in the PR.
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MagicBeanDev/Hookshot#605
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