- Reaction score
This can probably handle 800 instances of simple stuff nicely.I was wondering if this is going to cause any performance issues (fps) if I have, say, around 30-40 active struct instances in use with this. My current search is to find something that can handle such a number of low frequency calls without a huge amount of performance loss as in concern of the user/player.
The goal of this was not actually to be the most efficient system so far - it was to be the most efficient system ever possible.
(Oh, and yeah, uberfoop is pretty much right.)