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Old 03-04-2005, 03:39 PM   #1
Lanthum
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Join Date: Oct 2002
Location: Suburbs of Chicago
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Hello,

 I am in the process of designing my event scheduler/queue system, and I was hoping to get some ideas on how others had done it.  It is for a completely original codebase in C++, so I don't have any legacy issues with putting it into an old codebase.  I am hoping some of you might be able to share - either based on just ideas or experience implementing your own.


Do/should you use the event queue for everything, including every player action/command?  For example, say a command just sends output to the player - is there any benefit to using the queue for that?

What data structure do you use/is best?  I was originally thinking about using a doubly linked list, or a STL list.  But I want to make sure I am using the fastest possible structure since many things will be added and removed from it.


Any other ideas, thoughts, wisdom you might have gained from implementing one that you would like to share.


Thanks,
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