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Steam News10 May 20224y ago

Object Pooling Fixed | Enemy Movement No Longer Tied To Frame Rate

"With Great Power Come Great Respoinsibility" This is definitely true with code, seems like I never do anything fully right the first time anymore.

Full notes

Full Endless Furry Killer 2020 update

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What changed

2 fixes0 additions0 changes0 removals
  • Performance
fixed"With Great Power Come Great Respoinsibility" This is definitely true with code, seems like I never do anything fully right the first time anymore. Objects were not returning to pool correctly, which results in no enemies spawning after a while. This has been fixed. Also enemy movement have been moved to a FixedUpdate like player movement was to prevent it being tied to physics or FPS.
fixedShort list: 1. Pooling fixed, enemies now returned to pool (correctly) and are like-wise able to be pooled again. This is a method to re-use objects instead to creating new ones every time an enemy spawns. 2. Enemy movement fixed, no longer tied to game physics or FPS.

Endless Furry Killer 2020 changes

fixed"With Great Power Come Great Respoinsibility" This is definitely true with code, seems like I never do anything fully right the first time anymore. Objects were not returning to pool correctly, which results in no enemies spawning after a while. This has been fixed. Also enemy movement have been moved to a FixedUpdate like player movement was to prevent it being tied to physics or FPS.
fixedShort list: 1. Pooling fixed, enemies now returned to pool (correctly) and are like-wise able to be pooled again. This is a method to re-use objects instead to creating new ones every time an enemy spawns. 2. Enemy movement fixed, no longer tied to game physics or FPS.

"With Great Power Come Great Respoinsibility" This is definitely true with code, seems like I never do anything fully right the first time anymore. Objects were not returning to pool correctly, which results in no enemies spawning after a while. This has been fixed. Also enemy movement have been moved to a FixedUpdate like player movement was to prevent it being tied to physics or FPS.

Short list:

  1. Pooling fixed, enemies now returned to pool (correctly) and are like-wise able to be pooled again. This is a method to re-use objects instead to creating new ones every time an enemy spawns.
  2. Enemy movement fixed, no longer tied to game physics or FPS.

Source

Steam News / 10 May 2022

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