I am using other programs/coding languages/etc while using this to test its limits.. I was shocked to find the for each object loops (or for loops with CountNumberOfObject......) as the means to manage individual arrays but I managed to push on... then I came to a problem, assigning each objects arrays. I am confused here. If I give one object one or two arrays and run for each loops to pick each object and update each array based on the owners parameters or even akin arrays and create 162+ objects I notice tremendous slow down in my project. Am I doing this wrong? I could easily do this in other engines without great slowdown approaching around 1000+ objects.
Is alterable values the only real way to manage this amount of objects without great lag in Clickteam fusion or am I (I hope) doing some dreadfully wrong?
Obviously this must be user error. If anyone has an example of a demo somewhere with arrays per object I would love to see it.
This might account for why games such as The Escapists had such low unit counts.. I know this engine lacks real camera management functions so whats the best way to disable objects and their arrays when out of view of the frame atleast to manage overhead. Or do most people manage each array per frame or some such, save data PER object somewhere, and then destroy the objects and reload them on creation? Not sure how to do that with clickteam. Would be tons of files saved if using so many objects.... Not sure thats good either.
Any help on this, or common usage would be appreciated.