One odd quirk I noticed about my map was that if you selected a different unit than selected your main hero again than you would get a ~0.5sec lag spike. Nothing gameplay breaking but a huge annoyance for fast-paced maps. I suspect this lag spike to be due to the fact that the game has to reload 7 ability images, 6 item images, and the 10 or so images used to display hp/mp/exp every time a player selects the primary hero (awkward, but i didn't trace out any huge resource-hungry loops in my code). It would be nice to have some option, say if the selected hero is the player's hero, than to check RAM for pre-loaded item images and, if n/a, than to create some there for quicker load times.
I doubt macro-optimizations are top on valve's mind, but this is something that would be nice for a nearing-completion implementation.
E/ theres a rhythm to all of this madness! i promise! (the attached thumbnail has nothing to do with this issue)
I doubt macro-optimizations are top on valve's mind, but this is something that would be nice for a nearing-completion implementation.
E/ theres a rhythm to all of this madness! i promise! (the attached thumbnail has nothing to do with this issue)