I understand - but what about NPC behavior? Object and other physics updates? Game systems that get updated once a frame? We don't have all of this now, but you have a large game with big systems in it, maybe even systems that don't use callbacks as opposed to frames to count time (idk why, I'm taught to think in frames because of fighters and my education) and it really piles up, in my mind. I'm trying to stay conscious of all of it.Zini wrote:We don't constantly iterate over anything. We iterate over all the references in a cell exactly once when the cell becomes active. And that's it.f we store it in game as it's stored on disk, that means that, for something we'll be iterating through constantly
You're right in that we don't have this problem right now, but it's something that gets me thinking - all of these processes occurring 1 one frame need to be done 60 frames in a second. Not to mention what's being rendered on screen right now, how much of it there is, etc.
Here's a question - How much do you think we could render on the screen at once? We should find out - out of curiosity.
I really hope the slowdown has nothing to do with OGRE...that'd be disastrous. I hope it's just some minor changes needed to animation system. There's been so much hard work on it 'd hate to see a big part of it scrapped.