Timeline for Switching between levels, re-initialize existing structure or create new one?
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
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| Jun 27, 2011 at 14:40 | comment | added | omgnoseat | It is indeed the same method, with the only difference being to create a new instance or not. Creating a new instance would throw away the world and grid and set them up completetly from scratch again, opposed to unloading stuff in the world and grid and have their main structure still stand intact (not having to create a new array for the grid for example). Both ways work, I was mainly wondering what method is normally used. | |
| Jun 26, 2011 at 9:35 | history | edited | PrettyPrincessKitty FS |
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| Jun 26, 2011 at 9:35 | answer | added | PrettyPrincessKitty FS | timeline score: 2 | |
| Jun 26, 2011 at 9:06 | answer | added | Riki | timeline score: 1 | |
| Jun 26, 2011 at 3:58 | comment | added | Chewy Gumball | What resources would you be saving and what existing elements are you reusing? From your description, it seems that method 2 is method 1 except you don't explicitly create a new instance of level. Don't you have to pause logic and physics, then reinitialize components with the new level data in both cases? | |
| Jun 26, 2011 at 3:25 | history | tweeted | twitter.com/#!/StackGameDev/status/84824517419089920 | ||
| Jun 26, 2011 at 0:50 | history | asked | omgnoseat | CC BY-SA 3.0 |