Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Etcher Squared Games on Wed 19/01/2005 22:13:20

Title: Heavy repeatedly_execute() coding [SOLVED]
Post by: Etcher Squared Games on Wed 19/01/2005 22:13:20
So, a game I'm going to be making has the potential of being very repeatedly_execute() code intensive.  Maybe not, but I thought of a concern I possibly need the answer to...

As I said, a lot of code is going to be in my repeatedly_execute(), and I saw nothing in the manual or in these forums about the load repeatedly_execute()  can take? 

Being that this executes by default 40 times/second it just seems some code intensive functions could bog this down?

I otherwise don't know how to word my question expect for:
"Is this really a concern I should be having?"

Title: Re: Heavy repeatedly_execute() coding
Post by: Kikutaâ„¢ on Wed 19/01/2005 22:16:37
I also have an extensive code on my repeatedly_execute() and the game , in 32 bit in 640*480, works fine :D In my good computer, and in a shity computer.
So, i would say, dont worry about the amount of code you insert. At least that's my opinion.
Title: Re: Heavy repeatedly_execute() coding
Post by: strazer on Wed 19/01/2005 23:24:10
Unless you do very graphic-intensive stuff (RawDrawing) or have very long while loops in there, it shouldn't be a problem.
Title: Re: Heavy repeatedly_execute() coding
Post by: Goot on Thu 20/01/2005 00:44:10
I've got a ton of repeatedly execute stuff too but most of it is just if statements which don't run most of the time. Unless you've got tons of stuff which actually runs every loop you should be fine.
Title: Re: Heavy repeatedly_execute() coding
Post by: Necro on Thu 20/01/2005 02:13:41
I remember one game I had a couple of objects turning on and off all the time due to a strobe light effect in the room , so there was loads of code in the rep exec , it didn't slowdown it at all.