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Old 11-25-2003, 04:10 AM
Merth
Dragon
 
Join Date: May 2003
Location: Seattle, WA
Posts: 609
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A couple of things to keep in mind when splitting up the entity list...

There is a thread in the application that acts as the "game pulse". This means all of the logic for the application is done repeatedly, with a 1/60-th sec pause between each pulse.

1. While optimizing things like attack can be beneficial, optimizing operations that happen each pulse is more critical. Look in net.cpp to see what happens on each pulse. Since this main thread is the CPU-hog for the app, this is the first place to look to cut down on CPU usage.

2. One critical bit of functionality inside the pulse is where each entity in the entity_list is told to save itself. If you split up the entity_list, make sure to keep this in mind. Preserving polymorphism here would be best.
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