Timer Property

I’m using a lot of timers in my game, and now I’m feeling a little reluctant. Since the time counts upward infinitely, I feel its a waste of processing power. Should I find a way to reduce the timers I’m using, or is there a way to start and stop the timer property…?

Do not worry about that. It does not eat that much time. It is a very very simple counter.

Benchmarking:

Results on my laptop:


profiling: TestCase.Timer

good running with:      6300 test objects
bad running with:       6400 test objects; fps: 49

===================================================

profiling: TestCase.Float

good running with:      6600 test objects
bad running with:       6700 test objects; fps: 45

===================================================
profiling: TestCase.NoLogic

good running with:      6600 test objects
bad running with:       6700 test objects; fps: 47

Having timer is a bit slower then unchanged properties (6300:6600 = 95%).
Unchanged properties and no properties have the same efficiency.
All benchmarks ran without any logic at the test objects.

Attachments

Benchmark 2.0 timer.blend (274 KB)

ALWAYS glad to see a monster on my post, thanks…