multithread #1
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Changes the way I do multithreadin by using concurrent data structures from the Intel OneTBB library.
This paves the road to other improvements relative to multithreading (like using a thread pool for generation and meshing).
The use of concurrent data structures instead of mutexes for synchronization significanly improves performance (about 2x FPS)
Using specific MeshData struct to exchange data between meshing thread and renderer decreases RAM usage while only delaying the appearance of some near chunks during first generation, which do not get prolonged later is usage