For your regularly scheduled journal entry, please scroll down one post. Nothing else to see here!
Holy smokes!! I put in the resource managing stuff, and my maze generation time dropped to under fifty ticks. No needless copying of sprite buffers apparently! Each Entity now holds a const SpriteSet* to its associated set of sprites. The SpriteSets are created only when loading them in from a file; when EntityLoader Construct()s an Entity, it constructs it with a pointer to its SpriteSet. I had no idea it would make that much of a difference! Better, I think I can turn my Corner# entities back into one Corner entity, but I'll save that for tomorrow... er I mean later today.
For your regularly scheduled journal entry, please scroll down one post. Nothing else to see here!
For your regularly scheduled journal entry, please scroll down one post. Nothing else to see here!
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Cripes 2.0: More on sprite management
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