Lifecycle
The next part of my object management series deals with growth and death. It can only really be appreciated in action, not with a still image. Instead of just popping in and out of existence, we'll make shapes smoothly grow and shrink. This requires a few changes to the way we keep track of shapes.
Comments (2)
Hey I have a question about the redundant Kill problem, If I process the kill list immediately after the game update loop, before any other kind of dying can happen, it seems there is no chance of redundant killing ? Or is there something I have not seen or you have considered it and there are other drawbacks in doing that ? I suppose it is good practice to check if a shape is already dead before killing it anyway...
We have the game update loop, the destruction process, and the population limit all potentially killing shapes. And the next tutorial has kill zones as well. Slow dying complicates this further. It's easiest and safest to treat all of those the same way.
