Choppy framerate / slowdown

bagofeyesbagofeyes Member Posts: 2
edited January 2012 in Working with GS (Mac)
I've just started on a project and it really doesn't have much to it at the moment (not much going on on screen), so I wouldn't think it uses a lot of memory or anything. However, I constrained the actor time of one of my characters to an attribute and am displaying that time on screen to show how long he has been alive. And after a while the framerate seems to get a bit choppy. If I turn off the timer display it runs fine. Do you think this would also run choppy like that playing it on the iphone, or could it be just a gamesalad problem? Does displaying a timer like that use up a lot of computing power? Thanks

Comments

  • calvin9403calvin9403 Member Posts: 3,186
    Why not test it on your iPhone?

    If you have only one constrain then it will be fine, but beware constrains took up a lot of memory
  • MotherHooseMotherHoose Member Posts: 2,456
    you could just have the actor displayText: self.Time

    in designPhase
    add Rule: when
    Event: key space is down
    --displayText: floor(self.Time)

    (self.Time is tracked only in seconds and milliseconds … not not hours/minutes/seconds/milliseconds)

    displaying gameTime/sceneTime/actorTime is very easy on the computer (it is already tracking them!)

    constrainAttribute involves updating the attribute constantly … and that is more intense
    and, in your case constraining without the floorFunction it is doing the update every millisecond/and fraction of milliseconds

    @};- MH
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