Jed Rose's Forum Posts

  • 3 posts
  • I don't believe so. Only solution is to use sprites at this time.

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  • Thanks for the quick reply!

    My experience with the debugger is that I maxed out the CPU at around 100K objects, whereafter I experienced declining fps.

    This would seem to indicate to me that the debugger is reliably showing the measurements, and that the problem is a real one, and not a misleading approximation.

    Is it a bug? As I said, it did the same thing in c2 also.

  • I made a test involving many offscreen and inactive sprites. As expected it runs easily with low CPU readings. However, once I add these sprites to a family it causes a consistent rise in "engine" cpu usage per sprite, regardless of whether the sprite is doing anything warranting cpu usage or not.

    Adding the sprite to multiple families did not increase this "engine" cpu usage above what it already is.

    Is there a reason for this? As it stands I cannot create a large layout with many offscreen objects, if I also want to use families.

    I tested this in construct 2 also, as well as multiple versions of construct 3.

    Below is a link to the .capx :

    drive.google.com/file/d/11NUuzaMA4_5Yo0LrPvqsz4m4IJtra9zU/view?usp=sharing

    (add https:// to the front)

  • 3 posts