ID:265669
 
What are the limits of realtime programming in DM? Let's say we have 30 people logged into my game, each character with 5 spells that have various cooldowns. Would it be too costly to update each of these characters spell cooldowns every tick? Or are the built-in time members actually efficient?
Running through 150 objects in lists every single tick will cause a slowdown which might be slightly noticeable, but it depends on the server's CPU.

Unless you mean cooldowns in the form of "spawn()" and "sleep()" statements, which are event-based as far as I'm aware and don't lag your server while they're waiting.