I´m currently working on my first Bmax game and i´ve run into a qouple of questions.
1. In my game i´m using an array (consisting of types) to hold the bullets i create when playing (reorganizing it to fill the empty slots as the bullets die).
While for all my particles that i generate when i blow something up i´m using a linked list to hold them.
I´m wondering wich technique that is best suited for holding all the objects? i mean i could easily create a linked list for the bullets instead and vise versa for the particles.
2. My second question is about drawing all all the stuff to the screen, as i generate alot of particles (about 800 - 1000 particles) they really slows the game down, any tips on improving drawing times would be appreciated.
Maybe it´s hard for you to answer these questions without looking at my code, but i´m mostly interested
in general priciples for programming (in blitzmax) i don´t really know anything about optimizing yet so any tips on this would be very helpful.
Me out
Peter
1. In my game i´m using an array (consisting of types) to hold the bullets i create when playing (reorganizing it to fill the empty slots as the bullets die).
While for all my particles that i generate when i blow something up i´m using a linked list to hold them.
I´m wondering wich technique that is best suited for holding all the objects? i mean i could easily create a linked list for the bullets instead and vise versa for the particles.
2. My second question is about drawing all all the stuff to the screen, as i generate alot of particles (about 800 - 1000 particles) they really slows the game down, any tips on improving drawing times would be appreciated.
Maybe it´s hard for you to answer these questions without looking at my code, but i´m mostly interested
in general priciples for programming (in blitzmax) i don´t really know anything about optimizing yet so any tips on this would be very helpful.
Me out
Peter