Regarding Graphics and Performance?

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  • Thank's Rabenmutter

    Ashley

    Is this true :

    "Turn off collisions on objects that don't need them"

    Would it not be quicker, easier and more...... educational to simply try it and see what happens?

  • While we're on sprite objects, if I create a blank (making it invisible) sprite so that an event occurs if a player clicks on it, how much space [& resources] does it use compared to a graphically full sprite?

    And is there a better way to do this?

  • Well, if an object is invisible (not 0 opacity, has to be properly invisible) it doesn't make draw calls. Also, if you turn collisions off -- and you have to do that, they default to 'on' -- that lowers your overhead.

    Even if you aren't testing for collisions with a particular object, just having collisions on can eat up a significant amount of overhead.

  • > Thank's Rabenmutter

    >

    > Ashley

    > Is this true :

    > "Turn off collisions on objects that don't need them"

    >

    Would it not be quicker, easier and more...... educational to simply try it and see what happens?

    How can i know if i have ton's of objects, particles and sound files !!!

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  • Thank's Rabenmutter

    Ashley

    Is this true :

    "Turn off collisions on objects that don't need them"

    No, it's not true. As of r161 objects which don't have any collisions tested against them do no collision-related work at all, so the option has no effect if you already don't test for collisions on that object.

    Even before then it would have made such a tiny difference as to be unlikely to be measurable. As with any performance question, measurement is king: if you cannot measure a performance difference, it either does not affect performance, or has such a small effect as to be ignorable.

    Everything likely to affect performance has already been listed in Performance tips. Anything not in that page is not generally something that has a significant effect.

  • Thank's Ashley

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