I could make a very long Wave duration, but that means I need to also increase the pool of game objects accordingly, right? Which will take more resources I assume.
In my view why do I need a super large pool amount when only 10 would do the trick, and even though I could get away with a lag in my waves (but I won't), why is Wave duration equal to Time To Spawn All not possible? I think it should be a choice. Heck, even a little randomization of the wave's spawn frequency would be nice.
To be honest, I am so super bummed that something so minor is preventing me from using CGK!
On the plus side, I am learning how CGK works and can't wait to use it for my next game, which doesn't really need what I mentioned above.
To be fair the application of CGK in my case may be a little unorthodox, but I am so loving it that I have to ask!
Post by DarkTonic Dev on Aug 30, 2015 19:25:17 GMT
No, it does not mean you need to increase the pool. That should be exactly the same. That only depends entirely on how fast you're spawning things vs how fast they are despawning. You need as many of an object in a pool as there will be simultaneously active game objects (spawned). No more.
For instance if you make things have a "death timer" of 5 seconds, then you only need a pool of "how many spawn in 5 seconds" for that item plus 1 or 2 for margin of error, regardless of how long the wave is or how many items spawn over time.
I was suggesting a single wave, that doesn't repeat, that's very very long. So I don't think you totally understood what I said. It doesn't need to run more than once because it effectively never ends because it's so long.