Im a noob & all but why not just fire the bullet and destroy it when it hits the object or hits the outside of the window size(max width,max height)?
On 4/8/07, 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 > -- Andrew Ulysses Baker "failrate"
-- Join phpdiscovery.com Now!