how do first person shooters do entity management
Hey all, Just like some advice on how current first person shooting games handle entities. ie how do they perform entity management and storage? what would be the best way to minimise the number of entities that need to be processed at one time. ie if am in the room, check which entities are near by and be ready to change entites attributes when the player interacts with it, any ideas and reference would be greatly appreciated. Kind regards, Victor
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