I have a classic Asteroids type space shooter, but each asteroid and enemy ship runs its own script. I was wondering if it would make sense to create jobs for the enemy ai each ship runs, and another for asteroids. The Asteroid script just throws a ray at the player to generate a hud icon in the proper location on a radar screen, but does run every frame, which it has to to keep the icons in the right spot at high velocity. The enemy AI script is way more complicated. It seems like that one on another core would allow me to have more enemy ships. But not sure what it means by jobs can't access global data. Right now the enemy AI does reference globals (like how many other enemies are present so they can potentially team up, run, protect starbases, etc) but I guess that could be rethought. Most of my CPU time is spent on physics. Can you offload physics to another core? The game runs OK now on my uber dev machine, but I am mesmerized by some of the demos I see with a bajillion enemies and think that would be cool purely from a "this is possible" standpoint. The game runs rather slowly on a biz laptop, and I think moving the enemy AI to another core might really help, but the graphics are likely the bottleneck. I need to learn more about the profiler for sure. Thanks for any advice for a newbie to this sort of thing.