Choppy framerate / slowdown
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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
If you have only one constrain then it will be fine, but beware constrains took up a lot of memory
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