interpolate OR movable..that is the question!

POMPOM Member Posts: 2,599
edited November -1 in Working with GS (Mac)
Hey !
im optimizing my game as much a possible because the update is not here and who knows if it will be available for the current express members. and besides optimization is always needed.
SO.... i have a massive spawn of actors in my game and those actors are moving from left to right
along the screen, so now they are movables and linear velocity is set to "-100"
as i said this is a massive numbers of actors, will it be better if i uncheck movable and give the prototype actor an interpolate behavior ? like interpolate SELF.POSITION X to -50

Comments

  • scitunesscitunes Member, Sous Chef Posts: 4,047
    I have found that Collisions don't work well (or even at all) with interpolate. So the question is "do you need physics for this game?"

    You may even want to check collision detection during the interpolation. You may find that until the actor reaches its destination it will not even detect collisions or overlaps.
  • ORBZORBZ Member Posts: 1,304
    Movable puts them in th physics engine. A lot more overhead. If they are simply moving in a strait line turn off movable and use interpolate. Or constrain position x to some function of time.

    However, two non-movable actors will never trigger collision detection because the engine assumes that since they are both not movable they can't collide.

    A movable and non movable can collide though.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    @Orbz - thanks for that info - very interesting!
  • POMPOM Member Posts: 2,599
    No collision for this actor! So I'll use interpolat then!
    Thank you

    Roy.
Sign In or Register to comment.