Performance due to entity update
Posted
by
Rizzo
on Game Development
See other posts from Game Development
or by Rizzo
Published on 2014-06-11T19:03:21Z
Indexed on
2014/06/11
21:42 UTC
Read the original article
Hit count: 352
I always think about 2 ways to code the global Step()
function, both with pros and cons.
Please note that AIStep is just to provide another more step for whoever who wants it.
// Approach 1 step
foreach( entity in entities )
{
entity.DeltaStep( delta_time );
if( time_for_fixed_step ) entity.FixedStep();
if( time_for_AI_step ) entity.AIStep();
...
// all kind of updates you want
}
PRO: you just have to iterate once over all entities.
CON: fidelity could be lower at some scenarios, since the entity.FixedStep()
isn't going all at a time.
// Approach 2 step
foreach( entity in entities ) entity.DeltaStep( delta_time );
if( time_for_fixed_step ) foreach( entity in entities ) entity.FixedStep();
if( time_for_AI_step ) foreach( entity in entities ) entity.FixedStep();
// all kind of updates you want SEPARATED
PRO: fidelity on FixedStep is higher, shouldn't be much time between all entities update, rather than Approach 1 where you may have to wait other updates until FixedStep()
comes.
CON: you iterate once for each kind of update.
Also, a third approach could be a hybrid between both of them, something in the way of
foreach( entity in entities )
{
entity.DeltaStep( delta_time );
if( time_for_AI_step ) entity.AIStep();
// all kind of updates you want BUT FixedStep()
}
if( time_for_fixed_step )
{
foreach( entity in entities )
{
entity.FixedStep();
}
}
Just two loops, don't caring about time fidelity in nothing other than at FixedStep()
.
Any thoughts on this matter? Should it really matters to make all steps at once or am I thinking on problems that don't exist?
© Game Development or respective owner