Quote: " Did you try less than 0.1 and have problems?"
I haven't tried less, I have found that 0.1 seconds is not perceptible to the user. My tests show that 0.06 seconds is a comfortable limit (~15 messages per second).
I simply throw all the messages onto a queue (List<>
, and at sending time filter out changes that are duplicated for the same entity, sending only the last one.
This filter will also allow me to implement a simple undo system that doesn't get overloaded with data and become too cumbersome for the user.
Quote: "You making a level editor too bats?"
Yes and no. It is nothing like your editor. Feel free to take any of the ideas below and use them...
It will allow you to create/manage Sprites and Sounds, and eventually 3D and other things such as Tweens.
You can move anything around the screen - sprites and sounds too. So you could save a location of a sound and retrieve this data when you load it into a game. In you game you can do whatever you like with the data - change volume, balance etc.
You can create any kind of entity and decide how to manage it. It can be a virtual entity such as a marker position, and be represented by a sprite in the editor. Then you can attach parameters to it that can all be loaded into your game.
This is the reasoning behind the mail I sent a couple of weeks ago, about maybe having a community-wide standard for editor/game entity files. Imagine
you have the ultimate visual editor with shaders, Spine integration etc. I have an entity management system that lets you manage sounds and non-visible data. If we can load each others files and ignore the bits our respective editors don't deal with, then the community can mix and match whatever tools they need.
The result is a big package of data - same format from all editors - and a loading script. It's then up to the end developer to decide how to implement the package of data and resources into a game.