What is the "performance cost (memory/cpu)" of adding a new Actor, Scene, etc.

kaanukikaanuki Member Posts: 154
edited January 2013 in Working with GS (Mac)
I am beginning the development of a new game and Im trying to determine the best way to implement my scenes and actors. I have viewed the tutorial on using tables to control all the scenes and actors, etc. However, the process flows much easier by simply creating a new scene when needed and having a new actor for whatever new element the game calls for, and I would rather do it this way, but not at the cost of possibly having a slow/poorly performing game. The graphics and sounds are not duplicated (all shared via the library).

How can I determine the amount of incremental memory and other resources used by adding additional actors and scenes ( or saves)? For example - Each additional actor/scene added will use an additional X kbs of ram (or cpu cycles).

Thanks.

Comments

  • CaptFinnCaptFinn Member Posts: 1,828
    Yeah i wish they had a template or set of templates that did the same thing but was set up in different ways to show the difference.
  • LiquidGameworksLiquidGameworks Anchorage, AKMember, Sous Chef Posts: 956
    It really depends on what types of rules and resources used per actor. My advice? Start building it the way you know how. Then work backwards to optimize it if it needs to be optimized. If you really want to keep tabs, just keep using the viewer to see how additional actor affect performance.
  • kaanukikaanuki Member Posts: 154
    Thanks.
  • famekraftsfamekrafts Member, BASIC Posts: 834
    Do not spawn actors, simply put them off screen and recycle them.
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