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noahsummers



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14th February, 2010 at 23:21:50 -

For example, I have several plain "Always" conditions under different event groups for better readability. This is only a visual representation, and these won't actually be checked separately every step, right?

Edited by noahsummers

 
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nim



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14th February, 2010 at 23:34:14 -

It's better practice, I suppose, to only have one "Always" event, but I wouldn't worry about having more. Sometimes it's and necessary, and it won't effect the performance.

 
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Sketchy

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14th February, 2010 at 23:34:50 -

There's nothing wrong with it - it's not going to make the slightest bit of difference to performance, and like you say, it makes code more readable (especially with the lame way the event list scrolls).

 
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OMC

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14th February, 2010 at 23:56:22 -

Sometimes it may be necessary. Order of events is a pain in the pastoogus.

 

  		
  		

Silveraura

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15th February, 2010 at 00:14:50 -

It's not really a big deal at all, especially for what OMC mentioned. Sometimes it's highly necessary for order of events. Just remember, the more events you have, the longer it takes for a whole loop to be processed. The amount of time reduced is beyond minuscule, however if you make a habit of having like 50+ duplicate events over the process of making a complex game, you're going to notice an unnecessary impact on slower systems.

Still not much at all, but an impact that wouldn't even be there if it weren't for those additional events.

 
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Muz



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15th February, 2010 at 16:10:39 -

It's actually good practice. These days, it's much better to have many lines of code that are easy to read, than tiny improvements in processing time. Especially with MMF! Programming languages are quite easy to read on the spot.. MMF's event system is easy to learn and compact, but can get tough to read, any small bit helps.

 
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