Heavy repeatedly_execute() coding [SOLVED]

Started by Etcher Squared Games, Wed 19/01/2005 22:13:20

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Etcher Squared Games

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?"

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Kikutaâ„¢

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.

strazer

Unless you do very graphic-intensive stuff (RawDrawing) or have very long while loops in there, it shouldn't be a problem.

Goot

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.

Necro

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.

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