Attributes & Size/Performance Question

jkanalakisjkanalakis Member, PRO Posts: 49
edited November -1 in Working with GS (Mac)
Is there any relationship between attribute name length and game size or performance? In other words, are long attribute names internally translated into symbols that are efficiently managed, or are they treated like long strings that are passed around in memory? I've only been using GameSalad for a few days and am working on a game that will have a lot of attributes. I'm wondering if using short cryptic attribute names will be more efficient than long descriptive names.

Thank you,

John K.

Comments

  • rebumprebump Member Posts: 1,058
    No. Use the names you want to use. They are just labels. The GS engine actually uses internally generated numeric IDs for most everything and just tacks on the name for our benefit. Look in the gameproj's XML files to see for yourself.

    Also, you can define attributes within the same actor with the same attribute name but I don't know why you would want to since it would be hard for you to keep track of.
  • PhoticsPhotics Member Posts: 4,172
    This is why I think vBulletin would be better software here. I could feel the impulse to press the "reputation" button and add to rebump's standing. But unfortunately, there was no button.
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