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by meheleventyone
1639 days ago
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A lot of game engines have the concept of messaging that tends to happen synchronously or with a delayed dispatch step which sounds very similar to triggers. The latter comes with a verification cost because the message might not be valid anymore. The thing with the actual gameplay layer is your often processing mainly heterogeneous elements rather than homogeneous so all the worry and focus on cache is largely academic for most kinds of game. |
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