I’m working on a short game and since most of the game is handled by the client (I don’t care about exploiters in this case, as there’s already a cheat menu anyway) I was wondering what the most efficient way to create a pausing game system would be?
The only idea I have on the top of my head is to incorporate a global “frame counter” variable that increases by 1 each renderframe, and stop increasing this value when the game is “paused”, but I don’t want this value to get too big.