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1  Game Development / Performance Tuning / Re: Memory saving techniques? on: 2009-09-25 14:23:11
Wow, again, thanx. I'm learning so much in one post.

@mh114@ - thanks for the tip. I picked up on that from @pjt33@'s reply.

So just to confirm, in @pjt33@'s code, when the current slot in the ArrayList for the current enemy object is overridden by the last, the current enemy gets taken care of by the GC, right? (In other words, there's no need to assign the current enemy to the last slot and explicitly remove it...)

if (e.isMarkedForDeletion())
            int n = enemies.size() - 1;
            enemies.set(i, enemies.get(n));
2  Game Development / Performance Tuning / Re: Memory saving techniques? on: 2009-09-23 21:10:23
Well that seems to settle the issue for me. Thanks all.

One last quick question: out of curiosity @Demonpants@ why are you traversing the array backwards? I noticed the same setup in another ArrayList tutorial...
3  Game Development / Performance Tuning / Re: Memory saving techniques? on: 2009-09-23 19:29:05
Wow. ArrayLists are faster than LinkedLists in Java -- would not have seen that coming Wink

@Orangy Tang@ - so to confirm, swapping the last element is as simple as:

Enemy tmp = enemies.get( enemies.size() - 1 );
enemies.set( enemies.size() - 1, enemies.get(i) );

The "set" is actually a copy by reference, right?
4  Game Development / Performance Tuning / Re: Memory saving techniques? on: 2009-09-23 18:49:20

What a useful class @Demonpants@! Doing a google search also revealed a LinkedList class.
Isn't it more efficient to use a linked list? For 1000+ enemies, I'm sure there is significant overhead each time you delete an enemy in the ArrayList (the list gets reordered, etc.). Or does it not matter as @Riven@ seems to imply?
5  Game Development / Performance Tuning / Memory saving techniques? on: 2009-09-23 16:47:24
My game has a list of enemies objects. What's the best way to manage memory when an enemy object is killed?
In C++, my initial reaction is to create two linked lists of objects -- one for "dead" enemies and another for "live" enemies.
As an enemy dies, I would just send it to the list of dead enemies. As I need a new enemy, I would just yank one from the list of dead enemies (recycle memory).

Unfortunately, Java has no pointers.

What's the best way of dealing with this scenario?
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