Thanks everyone for the support.
I''ve read your postings quickly so maybe I missed something. As I said Kowpat, the way I saw was the one you explained. But my problem is: if I have a great number of objects, isn''t it a bit slow to calculate what every single object has to move every frame? I mean, you get your time slice, multiply by every object speed, add to its position and so on. Is that very expensive? Is it better to have a fixed timer (which was my first approach) and make every object move by an specific amount (each object will have whatever the should move per tick).
I would like to hear what people have implemented, considering this will be an RTS (that''s lots of objects with pathfinding calculations per object/group), and with or without considering multiplayer latencies, ... I mean that this is not FPS where there are few objects to refresh each frame.
Thanks again
Another important question. Graphics and movement calculations: one after each other or separate them in threads?
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