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#Actualdeathwearer

Posted 11 December 2012 - 01:27 PM

Before going into threading (Which is a very delicate process) you better see how you can reduce processing time and memory allocation.

If you do the calculation of the same object more than once you might want to cache it somewhere.
Review container, if you don't need random access use forward iterator
What is called each loop. Do you call the only necessary stuff? Are you calling everything but should only call few things based on some conditions?
There are other optimization you can apply depending on game type etc. If there are no enemies in the screen, don't even check the bullets collision, stuff like that.

#1deathwearer

Posted 11 December 2012 - 01:26 PM

Before going into threading (Which is a very delicate process) you better see how you can reduce processing time and memory allocation.

If you do the calculation of the same object more than once you might want to cache it somewhere.
Review container, if you don't need random access use forward iterator
What is called each loop. Do you call the only necessary stuff? Are you calling everything but should only call few things based on some conditions?
There are other optimization you can apply depending on game type etc. If there are no enemies in the screen, don't even check the bullets condition, stuff like that.

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