Fastest way to store a simobject list?
by Entr0py · in Torque Game Engine · 05/25/2006 (10:32 pm) · 1 replies
This might seem like a noob question, but I need to store a list of references to shapebase objects that will be in a semi-main game loop (Gameconnection::read/writepackets) and will be referenced a lot. I will not be clearing the list so I think a vector might be too slow.
The other options I know of are arrays (tried with no success), and linked lists. Linked lists are probably the fastest, but I may be missing something in the engine, are there other options?
This will be used to process moves, so it will be done every tick, and more than once a tick if there are more than one move update.
Specifically, I need to make a list of control objects rather than using just one. This is the last step of what I am doing, I already finished move acks and movemanager stuff. I will be iterating the list to send compression points and shapebase->writepacketdata.
The other options I know of are arrays (tried with no success), and linked lists. Linked lists are probably the fastest, but I may be missing something in the engine, are there other options?
This will be used to process moves, so it will be done every tick, and more than once a tick if there are more than one move update.
Specifically, I need to make a list of control objects rather than using just one. This is the last step of what I am doing, I already finished move acks and movemanager stuff. I will be iterating the list to send compression points and shapebase->writepacketdata.
Torque 3D Owner Entr0py
But it's a vector.