ID:2609385
 
(See the best response by Ter13.)
Yes
Best response


Check out MouseDrag() and MouseDrop(). I find that it's easier to trap when a drag action actually begins and then handle the entire lifecycle of the mouse drag event over the lifetime of a single sleeping proc, rather than spreading it across a bunch of mouse proc calls. You really don't want much behavior in MouseDrag(), because if you have MouseMove() defined in your project, it can be called more than once per frame. It's much better to only update draggable objects' position a single time per frame if you are going to actually handle them with on-screen objects.
Bro are you using 16% cpu for that?
In response to Magicsofa
Magicsofa wrote:
Bro are you using 16% cpu for that?

No, the drag and drop uses almost nothing. I've got an entire lighting engine running underneath the HUD right now that is doing per-frame lighting calculations per-object within range of the viewport.

My project is single-player, so I'm not worried about the naive solution to lighting.

Heh, very well then. Such beauty-full lightning is probably worth it