Managing huge amount of objects
<p>I am writing my own game which handles large amount of game entities (count is ≈1000).
Every entity must be drawn on screen. At the beginning i wasn't sure that C# will give me a good framerate. But then, when i applied some basic culling i was shocked by the even more higher framerate. </p>

<p>So now, when i am adding AI logic to entities, the update time for every object takes a some amount of time. I have lists with objects and i looping trough them and calling obj.Update(dt). Looks like this way isn't best. Update of "huge" entities can take a lot of ms's, so others will need to wait when that guy will finish its own update.</p>

<p>So my question is: <strong>which way is the better when managing huge amount of dynamic objects?</strong>  </p>
