Syncing aiplayer updates to frame draws
by Terence Tan · in Torque Game Engine · 08/07/2006 (12:08 am) · 0 replies
I am looking at trying to figure out how to eliminate the 'pop-ing' of monsters in my game. I suspect it is being caused by the number of monster on screen causing a slower refresh. In essence the monsters getMove gets called more frequently then the monster being drawn on the screen.
I know I could do other optimiations(i.e. profile code, drop polys on monster and environment et al)..but I'm looking at a way to NOT make the game broken even at poor frame rates(in my book the monsters should just slow down and not pop).
The only thing I can think of is syncing movement updates with Render updates. Has anybody had an experience in this? Is there code already there to do that? I can't seem to find it and perhaps I need a push in the right direction.
I know I could do other optimiations(i.e. profile code, drop polys on monster and environment et al)..but I'm looking at a way to NOT make the game broken even at poor frame rates(in my book the monsters should just slow down and not pop).
The only thing I can think of is syncing movement updates with Render updates. Has anybody had an experience in this? Is there code already there to do that? I can't seem to find it and perhaps I need a push in the right direction.
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