You can configure the logger in the Logger class. Just set the log level to something higher (like http://www.jpct.net/doc/com/threed/jpct/Logger.html#LL_ERRORS_AND_WARNINGS) and the messages should disappear.
Thanks, I'll give it a go.
The compileAllObjects-method is still there, I've just renamed it so that it reflects better what it actually does. It's now called prewarmAllObject(<FrameBuffer>)
Regarding this, issue, I've tried a lot of scenarios so far:
1. Creating all of the objects hidden, starting the scene with only 1 or 2 simple objects, wait like 5 or 10 seconds, and show all of the 4000 hidden objects: and this way no hiccuping happens at all, it works as if all of them were already loaded.
2. Creating all of the objects visible, starting the scene with 4000+ objects: The scene freezes and has huge frame drops for like 3 or 4 seconds.
3. Used the
World.prewarmAllObjects(FrameBuffer) combined with
TextureManager.preWarm(FrameBuffer) and here is where the weird behaviour starts as I'm describing below:
- If everything is processed quick enough, then nothing different happens, it loads, and there will be a slowing down of the simulation for 2 or 3 seconds before everything starts running smoothly, so nothing seems to differ when using the World.prewarmAllObjects(FrameBuffer).
But
- if I take longer, after the
TextureManager.preWarm(FrameBuffer) which outputs the message "
Delayed pre-warming done!" then this shows up on the log afterwards: "Compiling object object6278/com.threed.jpct.Object3D@2d12a01f!
[ Sun Jan 19 22:54:28 GMT 2020 ] - WARNING: Object object6278 hasn't been build yet. Forcing build()!" and nothing happens, as if the application just stops its cycle. and it freezes here forever:

is there anything that I could be missing? As I said previously, If I hide all the objects for a while and then show them up, everything seems to flow normally, but if they start out visible from the start, there will always be some slowness and freezing.