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Optimize MAX_ Looping
#9
Spodi Wrote:Well what I mean is that you can't write well optimizations if the code is used poorly. For example, there is absolutely no point in skipping around the index of maps and leaving indexes open. Yeah you may want to sort your maps, but do that somewhere else - keep a document of the index, map name and description or whatever, since leaving 100 indexes open between maps "because you might use it later" is just dumb. William has the right idea on using the high index instead of the max index. This also prevents you from even having to specify a max maps value, since the high index does it for you.
Yes, very true. I would not add this to a game, since you have full control over the MAX_, instead it could be added for a engine, since the users are lazy when it comes to decide the max values.
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