Regarding performance

rinorino Member Posts: 17
edited November -1 in Working with GS (Mac)
I am developing a game for the iphone now and was told that having a spawner greatly affect performance. How do I avoid this decrease in performance issue? How bad will a spawner affect the performance (making the game lag)?

Thanks!!

Comments

  • rinorino Member Posts: 17
    So if I set a timer to destroy all the spawned actors in.. Let's say 10 seconds. Then there wouldn't be a performance issue correct? Which would mean that I wouldn't have to restrict the game to an arm7 device?
  • rinorino Member Posts: 17
    Sorry to say this, but do not have access to any of the devices right now because I haven't joined the apple dev. program yet. I want to finish my game first before joining the program to publish the game.

    This is my first game and I'm still new to this game salad thing! Just trying to do something creative in my spare time!

    Thanks!
  • patm1982patm1982 Member Posts: 50
    I'm working on a game and had some performance slowdowns while spawning rapid fire bullets on the ipod3G. The solution I came up with, is to have a series of bullets offscreen (3-5 worked best for my game), one by one the bullets are repositioned to the ships location, launched with a moveTO, and then moved back off screen once they are out of range of the screen or hit something. It was bit of a pain getting the rules all set up, but now it works great, and I can just hold down my fire button and shoot rapid fire bullets without any kind of performance slowdown.

    ...I'm curious what the balance between starting a scene with tons of actors & spawning them during gameplay is.
  • rinorino Member Posts: 17
    Thanks for the offer Tshirt! After I'm done importing in all my animations and level locks and stuff, I'll send it over if you still have time :)!

    Thanks for the advice too patm.

    you guys are great, without this forum I would still be learning how to make a solid wall!
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