My own experience with this is that if your code is correct (i.e. pointer/s to a deleted object are cleared on object deletion), then it souldn't be a problem.
Practically though, I have a lot of objects checking/referencing each other per updateworld and I'm only a so-so coder and so I've taken to hiding deleted objects and then freeing them in the next updateworld.
So ok, you can point out how wrong I am now to do this..
Practically though, I have a lot of objects checking/referencing each other per updateworld and I'm only a so-so coder and so I've taken to hiding deleted objects and then freeing them in the next updateworld.
So ok, you can point out how wrong I am now to do this..