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Mar 10, 2018 at 14:52 answer added Vimutti Roatkanjanaporn timeline score: 1
Aug 25, 2016 at 5:34 history edited starikcetin CC BY-SA 3.0
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Jan 2, 2016 at 22:07 vote accept starikcetin
Jan 2, 2016 at 22:07 vote accept starikcetin
Jan 2, 2016 at 22:07
Jan 2, 2016 at 19:11 history tweeted twitter.com/StackGameDev/status/683365011230732288
Jan 2, 2016 at 15:36 comment added DMGregory @PieterGeerkens Fair, but if OP were already doing performance analysis, they'd have already tried both ways and would have numbers on both. ;) From watching the trajectory of a number of new Unity users (including myself), I'm pretty confident that in this case it's micro-optimization, so I wanted to make a strong (if possibly overstated) warning against it. That way lies weeks or months of code tweaks and fretting over optimality in ways that don't make our games any better.
Jan 2, 2016 at 15:29 comment added Pieter Geerkens @DMGregory: Unless, of course, OP has already done a performance analysis and, perhaps due to boxing, actually has this in a nested loop causing a performance problem. Such a nested loop might, for example, be an A-star or Dijkstra implementation.
Jan 2, 2016 at 15:00 comment added DMGregory These types of struct operations are never going to be the performance-determining bottleneck in your game, so rather than getting bogged down in micro-optimizations like this, I'd recommend just using whichever is clearer to understand in the context you're using it. ;)
Jan 2, 2016 at 14:36 answer added Pieter Geerkens timeline score: 6
Jan 2, 2016 at 13:12 answer added Mattias timeline score: 17
Jan 2, 2016 at 12:58 history asked starikcetin CC BY-SA 3.0