Loading Speed Causing Worries

xJadonxxJadonx Member, PRO Posts: 46

I had input a game pause block within my game. While bringing the project over to my phone with the iOS viewer, when tapping pause and un-pause, loading times were horrific. It doesn't need to take 2.5 - 4 seconds to pause and un-pause a game. To me that's just kind of stupid. :neutral:
Is this only because it's running on the iOS viewer? Will it run faster when actually released published?

Comments

  • SocksSocks London, UK.Member Posts: 12,822

    @xJadonx said:
    I had input a game pause block within my game. While bringing the project over to my phone with the iOS viewer, when tapping pause and un-pause, loading times were horrific. It doesn't need to take 2.5 - 4 seconds to pause and un-pause a game. To me that's just kind of stupid. :neutral:

    This is why it's a good idea (if possible) to make your own pause system that is in the same scene as the main game - rather than use the Pause behaviour.

    Post from @Codewizard:

    One thing to note is that we've been spending a lot of time recently optimizing scene loading code. Lots of improvements coming there! Likely in 1.25 -- although some are coming in 1.24 (like fixes to the engine unload / reloading images stupidly on scene change). Good times to come and lots of cycles being spent speeding up that stuff. Lots

  • xJadonxxJadonx Member, PRO Posts: 46

    @Socks That's what I'm attempting to do. It's just starting to get a little messy because I'm having to implement a store with a grid of actors for you to tap on.

  • SocksSocks London, UK.Member Posts: 12,822
    edited November 2015

    @xJadonx said:
    @Socks That's what I'm attempting to do. It's just starting to get a little messy because I'm having to implement a store with a grid of actors for you to tap on.

    Yep, me too, a store with a grid of actors, in the same scene as my main play area, with a rotating anamorphic camera :o . . . it can get messy like you say, but it is possible and once the game is loaded you will have instant scene changes and pauses, so in my view probably worth the effort in some scenarios.

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    @xJadonx said:
    @Socks That's what I'm attempting to do. It's just starting to get a little messy because I'm having to implement a store with a grid of actors for you to tap on.

    I have never had load time issues. Most of this is related to bloated code as was revealed in a recent thread by @Franto . I have been bringing attention to this for years. I am using the same engine as everyone else and have done some very code heavy and image heavy apps with little issues. The difference is my code is lean and mean. Most people stack code upon code and that leads to bloat. This happens becuase people watch a video and basically copy the method and then go on to the next and so on. This is related to the fact people are in a rush to build a game and don't invest in learning and then designing. The ideal is to start small with simple games and build up to more complex games. It takes time to learn GS.

  • xJadonxxJadonx Member, PRO Posts: 46

    @Lost_Oasis_Games said:
    The difference is my code is lean and mean.

    You said your code is lean and mean. What does that mean exactly? Can you take a screenshot as an example of what your coding format is like?

  • ClockClock Member Posts: 308

    Its depend on your project. If you have so many contents on one scene, it takes long time to load the pause screen. This is one of the biggest issue in GS.

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited November 2015

    @xJadonx said:

    @Lost_Oasis_Games said:
    The difference is my code is lean and mean.

    You said your code is lean and mean. What does that mean exactly? Can you take a screenshot as an example of what your coding format is like?

    Writing lean logic is an abstract concept. It all depends on the logic one is building out. It's not something that can be copied and pasted and learned that way. You really have to understand conditional logic. For example of the theory. If I wanted to acheive a sum total of 12 in logic I could do it many ways. 1+1+1+1+1+1+1+1+1+1+1+1 or 2x6 or 24/2 or 6+6 or 3x4

    See the point? It's about the shortest way to the end result, not in the getting there. Most people in gamesalad use the first method, aka the long way. Logic is a series of events to reach a desired result. Logic is also integrated which are called logic trees and branches on that tree. Logic trees define how logic blocks work together or interact with eachother called conditional logic. If a + b = c then do. But if a + b = d then do this not that. A and b are the common factor in that. So a and b are part of c and d's logic conditions. The idea is to have short paths to each branch of the tree.

    So it gamesalad to shorten it up it might look like this since I only have two possible branches for an outcome.

    Rule

    When a + b = c

    Do

    Otherwise

    Do this

    I just eliminated the condition a + b = d

    That saves processor. So imagine doing this across tons of rules. There are even more ways to plan our logic with tons of possible conditions in slim logic. But one must look at their code in terms of logic and not a series of rules and behaviors. You need to view your logic schematically and linearly. This is what I call looking past the GUI.

    Edit: who thought this explanation was spam..lol wow you can't win around here..

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