I have thought about this problem several times and I keep coming up short. I’m writing a demo program that will eventually have many ‘objects’ or cEntity’s, all moving and updating themselves simultaneously.
It occured to me, however, that going through the list of each ‘live’ cEntity and telling them to update themselves will ultimately create a serious bottleneck in the rest of the game process.
I guess the question is this: How would I allow each cEntity to update itself without taking away from the rest of the program flow? E.g, how would I update a cEntity in ‘steps’? I’m not so much looking for code rather than a concept to ponder over.
Last question: Is this a limitation of all game/software with many objects in them? E.g., is this the reason for population limits in a game such as Age of Empires?