Jihl
Member
Hey there!
My question goes around how to manipulate this many "objects" inside a game.
For what I have been developing so far, I have 4 years of GML develop experience and found myself trying to do this with simple objects at first, but obviously failed. So I'd like to ask anyone who knows; first, is it even possible to handle that many objects with data structures or structs? If it is possible, how can you achieve it?
For this game I need these objects to have alarms, draw events, step events; which I am executing those events inside an "oEntityManager" object. This object will create and go into each struct to execute its events, based on its variables
Now to keep going on this research, I have been looking up on efficiency threads around data structures, like these ones.
Comparing array list and map performance
Performance testing including structs
Using objects like structs
But so far, I can't yet get to the best answer on how to handle this many objects inside a game.
Any ideas?
Thank you very much!
My question goes around how to manipulate this many "objects" inside a game.
For what I have been developing so far, I have 4 years of GML develop experience and found myself trying to do this with simple objects at first, but obviously failed. So I'd like to ask anyone who knows; first, is it even possible to handle that many objects with data structures or structs? If it is possible, how can you achieve it?
For this game I need these objects to have alarms, draw events, step events; which I am executing those events inside an "oEntityManager" object. This object will create and go into each struct to execute its events, based on its variables
Now to keep going on this research, I have been looking up on efficiency threads around data structures, like these ones.
Comparing array list and map performance
Performance testing including structs
Using objects like structs
But so far, I can't yet get to the best answer on how to handle this many objects inside a game.
Any ideas?
Thank you very much!