Is there such thing as too many actors?
I'm really struggling with my game. I have over 80 actors in one scene.
I really haven't game tested much yet, because I'm struggling to find ways to "recycle" actors vs simply destroying them.
Does anyone have any idea about how many actors would be "too many" or would seriously start to cause some game-play issues (boggy, too slow, etc)...
Thanks all!
I really haven't game tested much yet, because I'm struggling to find ways to "recycle" actors vs simply destroying them.
Does anyone have any idea about how many actors would be "too many" or would seriously start to cause some game-play issues (boggy, too slow, etc)...
Thanks all!
Comments
I have an old 3G and I only get around 15-FPS sometimes, and that's when the device is having a good day...
I really don't want to scrap this project. It's really shaping up to be a sweet game...
Your gonna have to work in some recycling somewhere. Especially if you are spawning onto p of your 80 actors.
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The Unofficial GameSalad Textbook has optimization techniques. As an example, BOT has about 100 actors per scene and it runs at 60 FPS on an iPhone 4. That's because most of the actors are invisible and non-movable.
Everything else is non-movable and is either invisible or hidden until it's needed (such as custom-score actors).
They do have graphics on them, but no animations.
I've tried to eliminate all the behaviors of constrain attributes and timers (unless it's absolutely necessary). I think I tried to do too much with this game and GameSalad is not the right way to go about this, I really should learn a programming language and program it myself. Until GameSalad fixes a few things I don't think this is possible (like a trash dump, etc.)
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Commove has 35 balls on the screen. The movement is controlled with interpolate.
So interpolate might work in the beginning, but that's about it...
You're thinking in the real world... where the ball responds to physics. Instead, think of invisible actors that do the work for you.
Commove has a grid. There's an invisible actor in each spot. When there's five in a row, another actor is spawned to delete the balls. That idea can be expanded. Basically, whenever there's an empty space, an invisible line-shaped actor is spawned that overlaps with the balls above it. Then, the interpolate can be triggered.