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  • on beginning after start button on my rig, i get 20 fps for about 1 second then raises to 30/33 then 3 4 seconds later clean 60 fps.

    Maybe I can build the array in smaller chunks during the menu screen to avoid this lag at the beginning. The start button will appear once the array is complete. The level should load very smoothly after that.

  • on beginning after start button on my rig, i get 20 fps for about 1 second then raises to 30/33 then 3 4 seconds later clean 60 fps, however are just around 200 objects on screen active i guess the static ones are not even taken any damage on my fps, however i cant say nothing about cpu utilization you should balance that so all computers should be able to play it, if you have a quad core machine and ur cpu utilization is more then 30% then its no good for older computers, now i know most people today are in the ultimate rigging with around 500 bucks, builds, but there are others that still using 10 year old tech(dual cores or even single cores.)

    leaving all that aside, its one of the best retro games ived seen on forums in a while that also performs good.

    Thanks for the feedback! Yeah, there are less than 200 objects active at a time from an array of 75,000. They are created and destroyed from that array as the player moves around the map. Iterating through the array is what might slow things down. I could probably split the array into smaller ones (maybe around 5k?) and assign them to different areas of the map and only iterate the arrays that the player is close to. Doing this would allow a lower falloff range and therefore even less active objects.

  • Good start! Will you do combat or puzzles?

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  • if the objects will be static, you can use them as tilemap with a solid behavior..

    in my experiments on mobile devices, the amount of objects affects the perfomance. in one android device with less than a 100 objects I get 60 FPS; in the other android I will get 60 FPS only with 80 objects.

    I think I solved it here https://www.scirra.com/forum/test-of-many-scenery-objects_p1072801?#p1072801

    What kind of performance do you get?

  • Testing a scenery manager for 75,000 objects on the map. What is your FPS? Do you see any scenery pop in or is it all getting drawn before it is on screen? Thanks!

    Use WASD+mouse or touch screen.

    http://www.cargocultgaming.com/75k/

  • in this small tutorial game that I made, all the solids is one tilemap (just one object), then I "cover" it with another tilemap. so, with 2 objects, I get all the static solids of the game. you can download the source code of the game and see how I made it. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    https://www.scirra.com/arcade/tutorial- ... game-10855

    Not bad! I like the music and visual style. What happens if you want to remove a brick? Can you edit the tilemap during runtime? When the brick shows cracks are you just spawning a sprite on top of the tilemap?

  • if the objects will be static, you can use them as tilemap with a solid behavior..

    in my experiments on mobile devices, the amount of objects affects the perfomance. in one android device with less than a 100 objects I get 60 FPS; in the other android I will get 60 FPS only with 80 objects.

    Thanks for the reply. Unfortunately it can't be a tilemap for this because of the Z-sorting. The player and enemies have to be able to walk behind the bushes.

    http://www.cargocultgaming.com/CoA/ WASD to move and mouse to shoot. Or use a touch screen for both.

  • tl;dr Do objects outside the view area have less performance impact or the same as objects you can see?

    I created an array of objects IDs and locations and am writing events to spawn or destroy objects from the list based on distance from the player. This is so I can have 200+ scenery objects in a map without actually having them all placed on the map at the same time.

    I wonder however, does C2 do this internally already?

    Will it be better for CPU cycles to iterate through a list of 200 and only create them when needed then destroy them when the player moves away or should I just place all of the objects in the layout from the beginning?

    These objects will not be moving. They are just foliage and rocks and the like.

    Thanks!

  • Has anyone done anything with this? Show me if you have

  • Trying a field of 'stars' to simulate movement for a space shooter using the same technique as before. You can move through and around the particle area.

    Everything is still 2D sprites on a 2D plane.

    http://www.cargocultgaming.com/spacetest/

  • fejaomaravilha You could use this if you wanted to add more fake 3D depth to your game. https://www.scirra.com/forum/technique-for-adding-depth-to-an-isometric-game_t169446

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roguecore

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