How can I make my C++ quest system more lightweight and contain less references outside of itself?

Thanks for all the replies.

I noticed that I didn’t encounter any big performance hit for even a VERY large number of random quests and events. And since they already work with my save system I was weary on moving away from them. I’m also just trying to be as efficient as possible because there have been times where I could have avoided a lot of headache by making as many optimizations as I could early on in my refactor.

But, yeah, these events are relatively uncommon so I’ll think we’ll be okay.

I’m going ahead with implementing the event system.

Thanks! :+1:

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