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Development Update – Getting Back to Mechanics

Finally getting back into programming and prototyping new mechanics. As it was my first real day of programming in something like two months, I was very unproductive. Had to look up how to work with lists in C# again.

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Anyway, I’m back to working on the water mechanic. I’m trying to set up an object pool so that the water isn’t instantiated during game time. Instead, all the water objects would be generated at the beginning, and then recycled during the game as needed.

I’m a little concerned that this could prove to be very expensive performance-wise though, as water plays a very important role in the later parts of the game, and I want the player to be creating lots of water. We’ll see.

I’ve got the basics of the object pool working. Basically, I have one list of gameobjects, and as I need to know which objects are active and which aren’t, and their states are changed in numerical order, I just have to keep track of how many objects are active at one time. This is just so I don’t have to do any complicated sorting process to determine which ones are free and which ones are in use.

This is probably pretty basic, and/or doesn’t work very well. But like I said, it has been a while since I’ve done any major programming, so I’m a little rusty…

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