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Implement multi-threading for physics and rendering optimization #5

@code-alchemist01

Description

@code-alchemist01

Is your feature request related to a problem?
With large solar systems containing many planets and asteroids, the application can become slow on single-threaded execution.

Describe the solution you'd like
Implement multi-threading for:

  • Physics calculations (planet orbits, asteroid movements) on separate thread
  • Procedural generation (planet surfaces, asteroid fields) in background
  • Asset loading (textures, models) without blocking main thread
  • Particle systems processing on worker threads

Describe alternatives you've considered

  • GPU compute shaders for some calculations
  • Keeping everything single-threaded (current approach)

Additional context
This would significantly improve performance, especially for:

  • Systems with many celestial bodies (>100 asteroids)
  • Real-time procedural generation
  • Large texture loading

Suggested implementation: Use thread pool pattern with job queue system.

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