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  retainAll() vs. costum code thingy  (Read 9790 times)
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Offline ClickerMonkey

JGO Coder


Medals: 26
Exp: 10 years


Game Engineer


« Reply #30 - Posted 2012-11-09 01:30:22 »

That code snippet was from memory, and was a little wrong... here's something correct with the adding code. I have many other things going on in my update logic but here's the bare bones:


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Entity[] entities = new Entity[32];
int size = 0;

public void add( Entity e ) {
   if ( size >= entities.length ) {
      entities = Arrays.copyOf( entities, size + (size >> 1) ); // + 50%
   }
   entites[ size++ ] = e;
}

public void update( Entity e ) {
   int alive = 0;
   for (int i = 0; i < size; i++) {
      Entity e = entities[i];
      e.update();
      if ( e.isActive() ) {
         entities[ alive++ ] = e;
      }
   }
   while ( size > alive ) {
      entities[ --size ] = null;
   }
  // I also have downsizing logic where once I go down to X% free space I start keeping track of time,
  // once I hit Y seconds I know I can safely downsize the array. Ideally you should know exactly the
  // number of entities you want to cap it at so you don't have to resize or downsize.
}


And yes, I've optimized this code because I always end up having thousands, often tens of thousands, sometimes a hundred thousand entities being managed at once...

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