I have a sprite subclass which needs to perform an internal method which stores internal primitive values every step.
Which one is more expensive (i.e. processor/memory):
A. Call the sprites function from the game layer step.
B. Add a step to the sprite subclass and have it call its own function. (would this step sync with the game layer step?)
Or is there a better way to do it all together.
Thanks for your time.
-George