I don't deny that, but a lot of cpp11 additions are undesirable in a project with the philosophy of Teeworlds. Once you accept cpp11, it's harder to say no to people for using auto, abusing lambdas etc.
I'm running db access in separate threads and the main thread, which is tries to aquire mutexes and if it fails, the main thread's not blocked, if it succeeds it simply processes message queues :o, so threads make sense, if one would like to access e.g. current worldinformation, train his bot detection, etc in a different thread
instead of using an array for all the Entities, you could use a quadtree and optimize all collision loops, but I always wondered if teeworlds would benefit
14:04
this would require some benchmarks, too
14:05
to be more on topic: I think a greater benefit would be better string rendering xD
does someone remember when I complained about the Dynamic Camera, that it feels like laging when I spin around with it? seems like Fullscreen is the reason for it, window mode fixed my problem but still dont know why it's so "laggy" with fullscreen(edited)