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Allowing the garbage collector to run/collect memory causes a big performance hit. We should ensure that after a level is loaded, memory pools are used.
I'm leaning toward having a per type pool of object. It'll be a bunch of boilerplate code on each type, but it should be quick.
The text was updated successfully, but these errors were encountered:
Cleaned up the Game Entity code a lot - added comments, moved things to be
in more logical places, and did some other general care. Refs #12,
although this is far from complete. I also got rid of the object cache,
preferring static collections per object type. Need to do some more
caretaking to make sure that you don't accidentally recycle objects of the
wrong type (ie. call GameEntity.RecycleEntity on a ChestEntity), but this
is a start.
I also added a bunch of comments on the Constants file, and removed unused
constants.
Allowing the garbage collector to run/collect memory causes a big performance hit. We should ensure that after a level is loaded, memory pools are used.
I'm leaning toward having a per type pool of object. It'll be a bunch of boilerplate code on each type, but it should be quick.
The text was updated successfully, but these errors were encountered: