Original Post
Does anyone have some good advice for entity handling in an intensive graphics application (i.e. a game :-). Is something similar to the way Quake 3 did refEnts for rendering a valid solution? Does anyone else have any good systems. It just seems ridicules to go through an entity list and render everything, so it makes more sense to have a render list, but then I wonder how much info should be dumped into an entity in the first place, and if a special "ref" entity is required. I also worry about memory allocation (weapon missles for instance shouldn''t have to be allocated and destroyed on a frame by frame basis). Basically what is a good entity management system based on rendering efficiency.
Thanks for any info!
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