Multiple Actors vs Animation
AfterBurnett
Member Posts: 3,474
Hi guys, I'm working on a game that requires several actors to move along next to each other at different speeds for a certain "effect". The thing is, it's looping so I could easily get away with doing it in animation.
My question is, which would be harder on the CPU? 3-4 large actors (all moveable), or one large actor with say 10-12 frames of animation?
Cheers in advance
EDIT: Actually... it might be more like the vicinity of 30 frames...
My question is, which would be harder on the CPU? 3-4 large actors (all moveable), or one large actor with say 10-12 frames of animation?
Cheers in advance
EDIT: Actually... it might be more like the vicinity of 30 frames...
Comments
// Red Dot Inc
There are no collisions or anything on them
In my iPad project, with nothing but a single actor of 768x768 with not rules and anything else, the framerate drops from 60 to 30.
I think the problem is our GS games aren't actually compiled, their just interpreted. Meaning their has to be a program on top of it to interpret it into binary. (The only language computers actually understand) When you make an app in xcode, it COMPILES it, but I'm thinking in GS its just interpreted (explaining the long load times and a lack of decent performance) This would also explain why you have to have your .gameproj file inside your app.
I think if they started actually compiling our games, we would see the performance and load times we desire.
Also if this is totally off base, Gendai feel free to correct me, but I'm thinking this is exactly what the problem is.........
-Will