You guys kinda lost me here. Do you guys have examples of both styles? and what's mVector and unfiredBullets?
On Sun, 8 Apr 2007 01:12:30 -0700 "andrew baker" <[EMAIL PROTECTED]> wrote: > I absolutely have profiled using lists and creating/destroying > instances. Using freelists is always faster if you have enough RAM. > This amount of RAM is well within reasonable limits. I always develop > for low-end machines, so my minspecs are usually tiny. > Recycling is not particularly difficult if you use a factory. > EX. > > def fireBullet(mVector): > if returnVal = unfiredBullets.pop(): > return returnVal > else: > return Bullet(mVector) # produces a new Bullet object > > On 4/7/07, Greg Ewing <[EMAIL PROTECTED]> wrote: > > Kris Schnee wrote: > > > > > I'm not > > > sure that the recycling method is really necessary, if you find > > > it hard to program. (It's probably not hard; just laziness on my > > > part that I didn't use it.) > > > > I suggest measuring before concluding that keeping a > > free list is faster. It might not be. > > > > > -Is it worth using ODE physics for bullets? ... But you'd also > > > have the > > > overhead of constantly being notified about bullet-on-bullet > > > collisions, > > > > Not necessarily. ODE geoms can have a bitmask that > > determines what categories of objects collide with > > others. So you could easily arrange for bullets to > > collide e.g. with players and walls but not with > > each other. > > > > -- > > Greg > > > >
