I don't want to turn Dream Maker into Unity, but something I don't like about while() loops on DM is that it take a lot of CPU. This is pretty inconvenient for objects that are constantly updating, like AI's. I was thinking, maybe if users had access to the code that's called on every frame instead of calling multiple while() loops, it would cause a noticeable performance boost in most games.
Thanks
ID:1809686
Mar 14 2015, 7:13 am
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Redundant
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Mar 14 2015, 8:23 am
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Similar to the Stat() proc?
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This is completely doable by rolling your own event system. Although writing one in such a way as to see any performance benefit would involve having master loops for certain things, which avoid unnecessary proc calls.
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