Entity Managers and Framerates/Performance
Entity Managers and Framerates/Performance
When RF starts up, it initializes all the entity managers. I know this would require recompiling the source, but would it make any difference to cut out the entity managers I'm not using in my game?
Yeah, that's where I got the idea from. Pickles' demos always ran smooth, even when I'd max out the quality settings on my graphics card.
So, now can you tell me what is the recommended compiler for RF? From what I understand, none of the free ones work? What do you use, wxb1? What about Quest and Nout?
So, now can you tell me what is the recommended compiler for RF? From what I understand, none of the free ones work? What do you use, wxb1? What about Quest and Nout?
- QuestOfDreams
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I'm not sure if you would gain that much speed... each entity type is processed in a "Tick" function and if there are no entities of a specific type this function just returns...When RF starts up, it initializes all the entity managers. I know this would require recompiling the source, but would it make any difference to cut out the entity managers I'm not using in my game?
You need Microsoft Visual C++ 6.0So, now can you tell me what is the recommended compiler for RF? From what I understand, none of the free ones work? What do you use, wxb1? What about Quest and Nout?
in addition, i believe it needs to be professional edition or higher.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085