there is a big porblem on c2,sprite behavior is consume cpu even behavior is disable

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  • there is a big porblem on c2,sprite behavior is consume cpu even behavior is disable

    but c3 do not have this problem

    look this 8000 sprite only add bullet behavior,but enable is false, consume 18%cpu

    if i delete bullet behavior for 8000 sprite cpu consume only 1%

    how to solve it????

  • It's the same in "C2 runtime" in Construct 3. And it's not just Bullet, pretty much any behavior..

    I'm guessing this is how C2 engine works. If this was a bug, it would have been discovered and fixed long time ago.

  • It's not one big porblem, it's a lot of little ones.

  • It's the same in "C2 runtime" in Construct 3. And it's not just Bullet, pretty much any behavior..

    I'm guessing this is how C2 engine works. If this was a bug, it would have been discovered and fixed long time ago.

    so Can't c2runtime to be optimized? c3 is good ,i want use c3 , but some plugin is not transplant to c3, like rex ,s gridctrl pin to image point ,how to transplant them to c3 thanks

  • IIRC in the C2 runtime disabled behaviors are still ticked, but the tick does nothing. So if you have 8000 instances with a disabled behavior it still has to iterate all 8000 but ends up doing nothing. In the C3 runtime we fixed this so disabled behaviors are not ticked at all, so if all 8000 behaviors are disabled it does nothing. This was part of a fundamental rewrite of the runtime and these kinds of changes will not be backported to the C2 runtime.

  • wouldnt

    	this.runtime.untickMe(this);
    

    Help with the problem?

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  • wouldnt

    > 	this.runtime.untickMe(this);
    

    Help with the problem?

    No, that only applies to plugins. Behaviors can't use that in the C2 runtime. They can in the C3 runtime.

  • IIRC in the C2 runtime disabled behaviors are still ticked, but the tick does nothing. So if you have 8000 instances with a disabled behavior it still has to iterate all 8000 but ends up doing nothing. In the C3 runtime we fixed this so disabled behaviors are not ticked at all, so if all 8000 behaviors are disabled it does nothing. This was part of a fundamental rewrite of the runtime and these kinds of changes will not be backported to the C2 runtime.

    thanks for your answer,i really want use c3 but my game is use to much c2 3rd plugin ,i will buy c3 for new game ,but my game need use c2 , over 5000+ event it ,hard to transplant to c3 ,

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