I have a question. Based on this architecture, if there are 100 objects in the scene, all moving, then the event manager is throwing around 100 matrices per frame for a move_entity call. If we add a color to each object and sprite animation (let's say this is a 2D game), then we're potentially triggering hundreds of events per frame.
My gut instinct is to want to get rid of these lower-level, high frequency events and just have the scene node and entity share a shared_ptr of data. It seems like this would break the networking and event replay architecture though.
So I'm torn. Is this how game engines really handle things for games with lots of objects?
I guess I'm not sure whether events should be higher level things like "Player died", or "Player entered aircraft", rather than "player_moved" or "update_player_color."
Thanks,
Zach.
My gut instinct is to want to get rid of these lower-level, high frequency events and just have the scene node and entity share a shared_ptr of data. It seems like this would break the networking and event replay architecture though.
So I'm torn. Is this how game engines really handle things for games with lots of objects?
I guess I'm not sure whether events should be higher level things like "Player died", or "Player entered aircraft", rather than "player_moved" or "update_player_color."
Thanks,
Zach.
The post was edited 2 times, last by ZBethel ().