- Set the speed the time is passing by, e.g. normally it's 1.0f but you can set it to .5f or 2f to make your game half or twice as fast.
I've already thought about that. But it might be a little tricky. But it's certainly possible and at least very useful.
- Pause the time. All ScheduledOperations are still executed but the time stay the same until your "Resume" the time. IIRC, the pause/resume method in their current implementation disable all ScheduledOperation(s)
"pause" simply pauses the RenderLoop. So all subsystems like the OperationScheduler are also paused.
- Having sub-OperationScheduler(s) so that you can group operations and order them (e.g. : first I want all User Input operations, then all Network operations, then all IA operations, then the Graphic rendering). That would be most useful, and can be provided easily.
OperationScheduler is an interface. So you can always write your own implementation as you like and publish it to the RenderLoop by invoking the setOperationScheduler() method. I'm not sure, if it wouldn't get a little bloated, if this was provided by default. And we will never cover any need with it. So people should be aware of it and can write their own implementations, if the default one is not sufficient.
And also remember, that the default OpScheder executes the ops in the order, they have been added.
Marvin, can you do that, or I'm doing that ?
I will do it (the two first ones).
Marvin