ORBZ Drawer?
This was in a previous discussion, but nobody seemed to have an answer. The OBZ drawer demo has some serious lag on my devices, and is the clear cause of my game's lag.
I can't use a different system though, because I need the lines to stay where they are for over a second... Anyone have any ideas on how to decrease the lag?
I can't use a different system though, because I need the lines to stay where they are for over a second... Anyone have any ideas on how to decrease the lag?
Comments
Two suggestions:
#1 try replacing the core 0.1s Timer with this modulus rule (it may help):
game.cputime = 0.5
rule when game.cputime < game.time%0.1
#2 If #1 doesn't speed things up, and honestly it may not.... you can pre-allocate a whole bunch of "segment" actors and then dynamically position them using an index. The problem with this is that it limits the length of the line to however many segments you pre-allocate. I think 50 or so would be a good start. You would then, in effect, be recycling the same actors. This cuts out the Spawn Actor behavior and should improve performance at the expense of added complexity.
Also, make sure your segment actors have Physics > Moveable unselected, this ensures that they are optimized when processed by the physics engine (since it presumes they don't move it can skip a lot of calculations) and improves performance.
I'll try both (though the second one seems a bit complex, especially because my game really revolves around the already implemented drawing system).