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Major "Real Time" Processing Causes Issues
#3
Yeah, I realize that's what you're aiming for, as I surmised in my post, I'm just not sure the reasoning for doing it like ya did, I suppose.

Obviously sleeping until the tick is no longer overrun will have some implications of things being a bit delayed (though are reagents so important that if you miss even 2-3 life loops, that it's going to ruin things? Ehhh, not so sure).

At the same time, dynamically running each mob's `Life` by either sorting the list or allowing for a sort of "run at this time" instead of flat every 2 seconds could easily accomplish the the same thing without having to adjust damage numbers.

Just curious on your approach, really.

Admittedly, I'm not a fan of destroying all transparency for how much damage things deal in favor of something running in "real time".


Messages In This Thread
RE: "Real Time" Processing Causes Issues - by mbc - 04-04-2019, 02:03 PM
RE: "Real Time" Processing Causes Issues - by Fox McCloud - 04-04-2019, 05:59 PM

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