How important it is to destroy a Timer

Narg
Sat, 19 Mar 2016 04:59:10 +0000
Debugging, Optimization, & Profiling

Hello everyone

I’m working on an adventure game with lots of RPG Elements, and one of these elements are spells, I use A LOT of Timers in those Spells and since I’m terrible with optimizing C++ code, I was wondering exactly how important it is to actually destroy those timers and what is the best approach to do so. Most of them are used for Damage Over Time spells or Regeneration Spells and their Handlers and Delegates are defined within the .cpp function that calls them, not on the header.

PS: They don’t seem to have any impact on performance whatsoever this far, even when casting 10, 20 spells, I’m just asking this so they don’t become an issue in the long run.

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