Actors -VS- Instances...
BarkBarkCo
Member Posts: 1,400
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
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
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...