Expensive: Difference between revisions

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In game design, an '''expensive''' entity/effect/function/whatever is one that takes an unusually long time to process at run-time. Care must be taken when implementing expensive concepts, and if possible they should be avoided or optimised.
In game design, an '''expensive''' entity/effect/function/whatever is one that takes an unusually long time to process at run-time. Care must be taken when implementing expensive concepts, and if possible they should be avoided or optimised.
==See also ==
*[[Budget]]
*[[Cheap]]
*[[Free]]


[[Category:Glossary]]
[[Category:Glossary]]

Revision as of 11:44, 14 April 2008

In game design, an expensive entity/effect/function/whatever is one that takes an unusually long time to process at run-time. Care must be taken when implementing expensive concepts, and if possible they should be avoided or optimised.

See also