Is this method efficient for setting up scenes?

PortymanPortyman Member, PRO Posts: 409
edited November -1 in Working with GS (Mac)
when I set up a scene, I use one actor ( called spawn) and I put all the actors for the Scene In it and have them spawn in the locations I want. I use this because if I have a lot of similar scenes I can make a change to all of them easily. Is this efficient ? Or is there a better way?

Comments

  • PhoticsPhotics Member Posts: 4,172
    What's the alternative... pre-populating your scenes? That might not work for your game's design. Also, with all of the actors in the scene at once, that might cause performance issues. I think it depends on the game.

    Annoyed Tomatoes uses generators. I was happy with the results.
  • StormyStudioStormyStudio United KingdomMember Posts: 3,989
    Spawning is really intensive on the processor of your chosen device.

    If you can do it another way it would probably help your final product run better.

    Other behaviors which are also intensive are 'Timers' but are fine if you have rules so the timer is only active if certain attributes are true. To stop the timers running all the time.

    Best way if you have lots of scenes the same is either to have a positioning rule in each of the actors. So if they are in any scenes and you make a change to them it will change them in all the scenes.

    Also 'Move to' behaviors are more processor hungry than interpolate.

    There are of course times when, spawning, move to and timers are the only and best way to achieve something.

    Other users on the forum normally advice if you want your actors to be off screen and then come on. To have them off the side of the screen and have a rule that moves them to a position when needed rather than spawning.

    Hope this helps.
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