Re[2]: [hlcoders] Particle System

2002-06-28 Thread polymorph
I fully agree with you. In my particle system which involves the use of STL's linked-list templates, I pre-allocate a big amount of particles when the client.dll is loaded. When a particle is allocated I just pick an unused particle from the pre-allocated array and append it to the linked-list.

Re: Re[2]: [hlcoders] Particle System

2002-06-28 Thread botman
Only thing that makes it still slower than I want it, is the iteration that occurs most of the time to find a free particle in the array. Just think of _not_ doing it this way: for (int i=0;iMAX_PARTICLES;i++) { if ( !m_pMyArray[i]-bInUse ) return m_pMyArray[i]; }