This script creates 5000 actors all of which are registered by two handlers (verified using counter). Does not lag.
Each actor spawns, waits for 1 tick, spawns more actors and dies. First 500 are spawned (by summon testactor), then each of these spawns 10 more.
I also bound "summon testactor" to a key and could not produce any noticeable FPS drop by spamming that key.
FPS drop only becomes apparent when I crank the first number up to 5000 (5000 then each spawns 10), but that's... not very good either way. nuts.wad is not recommended.
Expected log (from 5000) looks like this:
https://i.imgur.com/Qta3Puk.png
This is to back my point that I don't understand why it should lag. It does almost nothing if the first thing in the function is "if actor should not be handled".
This script creates 5000 actors all of which are registered by two handlers (verified using counter). Does not lag.
Each actor spawns, waits for 1 tick, spawns more actors and dies. First 500 are spawned (by summon testactor), then each of these spawns 10 more.
I also bound "summon testactor" to a key and could not produce any noticeable FPS drop by spamming that key.
FPS drop only becomes apparent when I crank the first number up to 5000 (5000 then each spawns 10), but that's... not very good either way. nuts.wad is not recommended.
Expected log (from 5000) looks like this: https://i.imgur.com/Qta3Puk.png
This is to back my point that I don't understand why it should lag. It does almost nothing if the first thing in the function is "if actor should not be handled".