Sampling and etc.

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  • Again few stupid optimization questions from me:

    (First of all, I was scared when I saw how much CPU % use my game on Android: +-90% even when nothing happens, realy, nothing, I'm not joking(just for note - on IPad2 only 40-60%, and on both cases fps is 60%)

    So, Ashley, have I any chance to get access to "Sampling" from events??? To example, if someone have "slow" device - I want to turn Sampling to "point" and to "linear" when player on PC...

    That would be awesome. Or I misunderstand it and Sampling dont affect on optimization?

    And other questions: if I make variable, which simulate tick, and some events (like tons of sin/cos/tan/ctan...) will be included as sub-events and I change variable from 0.016 to 0.032 if player on "slow" device. Is it give *2 up result?

    And another one: If I have a layer whith immovable and movable objects - C2 redraw every object on that layer? So, if I put movable objects on their own layer - it solve the problem?

    (Sorry for bad sequence of tences)

    P.S. I already read "Don't wast your time" and etc.

    Thank you!

    P.S.S. Tizen tutorial would be awesome too. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Been asking for this to get added. The way I understand it, sample filtering gets applied on image load so to switch it on/off would require a reload of all the gfx... Which is fine by me. As long as the option is there.

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  • I don't see the problem. If switch need to restart the app - go ahead! Am I right, or as always - no?

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