Tyler (and anyone else interested), when integrating the map code with the new animation class, I've noticed that the delay between frames isn't handled yet. And that brought me to an idea.
In v0.3 the delay was handled by calling update() of all the animations and incrementing counters until it matched the delay value. That added quite some overhead. With v0.4, where apparently all map objects are animations, it'll be even less efficient. However, it should be possible to use the time_event class and a C++ callback to actually get all animations to update based on an event. That means, a lot of method calls simply fall away, since the call to update will only be made when the frame actually changes. The time event handler itself should be quite efficient too, as all registered timers are sorted by the time they need to be triggered. So even when we have to make frequent calls to time_event_manager::raise_event(), we find out very quickly if something needs to be triggered or not. I'll go ahead and implement this to get the map stuff working. If you have comments or suggestions, please let me know. Again, help with that is also appreciated. Kai _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/adonthell-devel