>>77
>If you're using a game engine then forget it.
Nah, I want to learn to hows and whys, besides, I find prebuilt game engines to miss the point, since you're basically not using 99% of what they offer you just waste resources.
>variable timestep and building your physics based on it. It allows your framerate to be adjusted to any number, and the game will work at a consistent speed regardless of framerate changes or fluctuations.
I didn't know that! Thanks!
>make sure controller input gets accounted in the game logic as soon as you can make it (e.g. at the start of the current frame, not at the end).
Wouldn't it make it so that, were lag to happen, you could get double inputs or even eaten ones?
>"data-oriented design" in mind.
Good to know.
>any data structure in a list that needs to be looped through very fast should be as small as possible...
One way I wanted to try and see if it made anything faster was to assign different statuses to just one byte of information and then test it using a mask rather than just checking individual attributes, I know it's bad for updates but still.
Thanks a lot for your input, if you've got anything else, I'm all ears.