Timeline for Smoke particle system
Current License: CC BY-SA 3.0
8 events
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May 23, 2017 at 11:33 | history | edited | CommunityBot |
replaced http://stackoverflow.com/ with https://stackoverflow.com/
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May 20, 2014 at 23:12 | comment | added | craftworkgames | @misiMe It's pretty typical to need to optimize when you put the game on a smartphone device since they don't have the processing power of desktop PC's. Although, I wasn't talking about smartphones in particular, just optimizations in general. As a general rule you shouldn't optimize until after you've profiled / measured. Although, with experience you'll know the type of code that can get you into trouble and avoid creating slow code in the first place. I like to focus on creating clean, simple, maintainable code and optimizing when I need too. | |
May 20, 2014 at 8:13 | comment | added | user42412 | @craftworkgames Are talking about a smartphone game? Because I felt the need of optimize just when I put my game on the device. | |
May 19, 2014 at 21:52 | comment | added | craftworkgames | I agree. In most cases using lists are fine, but removing memory allocations from the equation can help. For the record, my particle system uses lists. I haven't had a reason to optimize it yet | |
May 19, 2014 at 12:45 | comment | added | M. Mimpen | Difference between List and fixed sized arrays is negligible - when not using foreach. | |
May 19, 2014 at 10:57 | vote | accept | CommunityBot | ||
May 19, 2014 at 2:38 | history | edited | craftworkgames | CC BY-SA 3.0 |
improved formatting
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May 19, 2014 at 2:32 | history | answered | craftworkgames | CC BY-SA 3.0 |