Quote:
Originally Posted by DustyPorViva
Aye, and what I'm saying is if you want something constantly moving on the clientside you're probably not going to get it, even with the most efficient method... a loop is still a loop. Even with relying almost all on default, Classic iPhone still runs pretty bad with so many players. Adding anything more is just going to murder the processor.
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The entire game is running inside a loop. What I'm looking for is a way to use that loop. An event would be handy, such as 'onGameLoop' or something. That way there would be no need to use timeouts at all, or any seperate loop. It'd just be part of the core loop.
Maybe this should now be a Future Improvement request? I'm still looking for someone to shoot me down with "You're completely wrong, timeouts are essentially this 'register a hook with the game loop'".