I've got a question for ya super-duper coders out there. Right now I'm working on a shooter very much like Gradius (2d, handdrawn stuffs) and was wondering about optimizing the code.
Right now, it runs fine on my P4 2.4ghz 512mb Ram system. The thing I'm worried about is that with every pass through the main game loop, it updates movement of all the pieces (bullets, your ship, enemy ships, player information like score and shields) and also then checks collisions to see if any of the enemies have been hit by any of the bullets or your ship. This seems like it's doing too much.
Am I right to be concerned about the code or is this pretty much the only way to do it without "threading" (I read that somewhere)? Any opinions would be super, thanks!
-Alex
Right now, it runs fine on my P4 2.4ghz 512mb Ram system. The thing I'm worried about is that with every pass through the main game loop, it updates movement of all the pieces (bullets, your ship, enemy ships, player information like score and shields) and also then checks collisions to see if any of the enemies have been hit by any of the bullets or your ship. This seems like it's doing too much.
Am I right to be concerned about the code or is this pretty much the only way to do it without "threading" (I read that somewhere)? Any opinions would be super, thanks!
-Alex