Having over 700 actors on one scene?
Hello
So my game may end up having over 700 actors on a scene and was wondering how big of an affect would this have on performance? In total there is about 16 different types of actors. So this is going to have an affect on the performance but would it be much?
Once completed I am going to wait for new engine but just wanted to make sure I wasn't wasting my time placing them all and then finding out it runs too slow.
Thanks
So my game may end up having over 700 actors on a scene and was wondering how big of an affect would this have on performance? In total there is about 16 different types of actors. So this is going to have an affect on the performance but would it be much?
Once completed I am going to wait for new engine but just wanted to make sure I wasn't wasting my time placing them all and then finding out it runs too slow.
Thanks
Comments
@DanDaMan123
700 does sound like a lot but because of the complexity of the game it was the best I could do, but currently trying to bring it down to 70 actors.
@boredaholic
So when you say 200, are these heavily coded or just small coded, would it make a difference?
So overall I gotta restart the design and find away to get it below 100.
Would the new engine be able to handle it a bit more, or should I be spending the next few months making it again from scratch but finding alternative??
Thanks for the answers
How many Rules/Behaviours there are in a scene, as well as how many Rules?Behaviours are happening at any one time, is an important consideration but just as important, is the amount of RAM used with graphics. So if your graphics are all, on average, 32 pixels square, that'll be 1,024 images as the equivalent of one image 1024 pixels square; so your 700 images (if they are relatively) small SHOULD be OK, depending on the previous info about Rules and Behaviours.
Another thing to consider - if the 700 actors appear in the one scene as you say but not all at the same time, is use Spawn; especially if they are "Waiting" outside of the play area until the camera moves to show them on-screen.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
So each actor has roughly 10 set of rules with one or two behaviors in each.
They are about 54x54 in size each.
They can possible be spawned but every actor is moving down at same point, depending on the response of the touch. However they have to be placed in exact order for game to work, think of a level that is longish, has many platforms, trees, coins, moving clouds, and other effects, it adds up.
So with the above info would it be wise to test it or start working on a work around such as spawning
Thanks
Oh the truth hurts
So what would be a suggested opinion on how many actors that could be used in one scene based on the fact that each actor has about 10 to 20 rules with two to three behaviors in each rule.
700 is a lot but what about 300 actors?
Thanks
So how do people with long platforms levels or endless runners make their game. Assuming they don't do the spawn random way, wouldn't they use a bit more than 100 actors placed on the scene? Just wondering.
Well thanks for the advice will continue to make and see what happens while also finding an alternative.
Thanks
Thanks, I always thought spawning was bad, but then again so is having 700 actor.
However my game scene does not move, the actors move down if they need to. Depending in what the player does depends on what actors move Down. This way it's random or different every game play.
If I misunderstood can you explain further
Thanks
Spawning is not bad for tiny actors or a few larger ones here and there but your probably gonna run into trouble if you go that route for the massive size you are looking at.
I would recommend looking into a recycling process for you game. Tables can likely help you a out a bunch with that considering the amount of recycling you would have to do.
Cheers
Thank you for helping, so what I have been working on for the last few hours of my free time is that, by using a big master table, I have my actor have an unique number, so when it is 'destroyed' it it changes it's number to plus one and go to the position if that number in the table, it also has several other rules in place do that it can change it's image and behaviors because it's becoming a new actor in a sense.
This is going to take me ages to finish this but so far I have done it so I now have six actors on place but they represent 20 actors if that makes sense.
Does that make sense, if so would that work, because i will have 60 on screen but have it heavily coded.
Any advice is that not what you were talking about
Thanks
Thanks
Think of a memory match game where there is a 8x8 grid. So 64 actors in the one scene. The idea is to match them all. Once finished the board does some cool effect (can't say what) then new actors appear. These are completely different from the older Ones, different image, different effects and different score, that's another 64 actors, now the idea was to have ten levels that get unlocked within a time period, but I can have each level on a different scene because if loading times and special effects.
Hopefully that gives a bit more understanding
Elfizm