I have one variable pool
, shared by all clients, that stores all remaining enemies in a game. When a client starts a game, he gets some enemies from pool
. When he finishes, enemies that he did not kill are put back into pool
. The game also checks to see if all the enemies have been killed (i.e., pool
is empty).
What is the best way to implement pool
? I'm concerned about the 5 updates per second limit on a datastore entity.