This should be a very common problem.
If I shot 100 bullets,at a time.
But you know, I have only a piece of code.
I can't write 100 code.Let 100 bullets go to use:-/.
How do I do it？
Can you help me？
Maybe I can't describe it correctly. I'm sorry.
My problem is：
There are 100 people, shooting at the instantaneous.
Each bullet is an independent data.
Array? It can only be like while.
It is impossible to do parallel computing
Pick up a basic programming book. You'll learn about methods to repeat code dynamically (ie. loops).
Do yourself a favor, enroll to harvard's CS50 (it's free), than come back
100 objects use the same code at one time.
This inevitably leads to data confusion.
It's not a simple while.
I don't think time difference can make logical synchronization.
This is a thread problem.
1 you stuff the bullets into a datastructure ( array, list, vector, whatever)
2 you MOVE every bullet one frame/gameloop..
3 you check for collisions
4 goto 2 until your bullets go out of range
or .. you want to use a single thread for every bullet ? wtf
Thank you. It's a good way to do it.
I didn't know where the problem was before.:-[Up to now.
I found the key.It is: how to use "frame" decision.timer？
The problem is always so one by one.
For students, teachers are always changing.
I already told you in the collision detection thread you posted.
I agree with the others, you should definitely pick up some basic programming books or lectures on YouTube / Harvard. If you don't know the fundamentals, you're going to have trouble learning every other part of game programming.
At least spend a couple days learning how to use data structures, arrays, and functions before trying any more game programming.
I'm normally eager to help anyone with a question, but you've got to do your part of the work too and meet us half-way.
Thread #617236. Printed from Allegro.cc
First, a free book to lean C with:
Then, to answer your question. In programming we normally don't need to have a separate thread of execution per (game) object. The CPU is fast enough to handle updates to thousands of objects in a few milliseconds. So we can do everything in a single thread. The bullets are kept together in a single (dynamic) array, and then we go over them with a loop to update them. This we do in-between drawing the graphics of the game.