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Home/ Questions/Q 3221040
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Editorial Team
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Editorial Team
Asked: May 17, 20262026-05-17T15:49:50+00:00 2026-05-17T15:49:50+00:00

I’m not sure if the term real-time is being misused here, but the idea

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I’m not sure if the term real-time is being misused here, but the idea is that many players on a server have a city producing n resources per second. There might be a thousand such cities. What’s the best way to reward all of the player cities?

Is the best way a loop like such placed in an infinite loop running whenever the game is “live”? (please ignore the obvious faults with such simplistic logic)

foreach(City c in AllCities){
  if(c.lastTouched < DateTime.Now.AddSeconds(-10)){
    c.resources += (DateTime.Now-c.lastTouched).Seconds * c.resourcesPerSecond;
    c.lastTouched = DateTime.Now;
    c.saveChanges();
  }
}
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  1. Editorial Team
    Editorial Team
    2026-05-17T15:49:50+00:00Added an answer on May 17, 2026 at 3:49 pm

    I don’t think you want an infinite loop as that would waste a lot of CPU cycles. This is basically a common simulation situation Wikipedia Simulation Software and there are a few approaches I can think of:

    1. A discrete time approach where you increment the clock by a fixed time and recalculate the state of your system. This is similar to your approach above except do the calculation periodically and remove the 10 seconds if clause.
    2. A discrete event approach where you have a central event queue, each with a timestamp, sorted by time. You sleep until the next event is due and then dispatch it. E.g. the event could mean adding a single resource. Wikipedia Discrete Event Simulation
    3. Whenever someone asks for the number of resources calculate it based on the rate, initial time, and current time. This can be very efficient when the number of queries is expected to be small relative to the number of cities and the elapsed time.
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