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In game design, an '''free''' entity/effect/function/whatever is one that does not have any impact on performance at all. This is only the case when an operation would be carried out anyway, and rather than ''adding'' data, your actions ''replace'' that which already exists. The best example of this in Source are static, un-named [[light]]s. | In game design, an '''free''' entity/effect/function/whatever is one that does not have any impact on run-time performance at all. This is only the case when an operation would be carried out anyway, and rather than ''adding'' data, your actions ''replace'' that which already exists. The best example of this in Source are static, un-named [[light]]s. | ||
==See also == | ==See also == |
Revision as of 11:45, 14 April 2008
In game design, an free entity/effect/function/whatever is one that does not have any impact on run-time performance at all. This is only the case when an operation would be carried out anyway, and rather than adding data, your actions replace that which already exists. The best example of this in Source are static, un-named lights.