Actors -VS- Instances...

BarkBarkCoBarkBarkCo Member Posts: 1,400
edited November -1 in Working with GS (Mac)
I have a game that uses 5 instances each of 4 separate actors. I need each instance to do something a little different than its prototype. from a resource standpoint, would it be bad for me to make each of them separate actors, 20 total OR just keep modifying the internals of the copies?

I can't test on target hardware yet, but I'm concerned that I'll end up with a resource hog. I'm trying to eke out extra FPS in every possible spot.

Thanks

- Brad

Comments

  • EastboundEastbound Member, BASIC Posts: 1,074
    I would make them 20 separate actors. Since you cannot copy and paste instances, should you need one in another scene you'd encounter a lot of extra work. Additionally, prototypes have a bad habit of changing on me every once in a while. 20 actors isn't even much in the first place, tho.
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    Eastbound, thanks for the insight.

    here a little more detail if anyone wants it...

    I have a 5x5 grid and there's a "button" at both ends of each row/column. the 5 buttons across the top have generally the same function, and the same goes for each "side". the catch is, I need each button to be able to easily alter its own logic based on the state of an attribute in the button directly across the grid from it. I plan to do this by going into the instance and building my logic there (as I can see all of the actors and their values). i ran into a problem when I realized that all 20 instances of my original 4 actors were identified with the exact same name as their prototype...doh!

    looks like I'll be switching to the separate actors method...
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